#Material Name BlinnPhong+HalfLambert shading model only color Reference https://zhuanlan.zhihu.com/p/442023993 Base Std3D/BlinnPhong //某些Require并不真的存在.ubo文件,写成一行一个是为了方便未来改成带路径的 Require LocalToWorld Require Camera define HAVE_SPECULAR off //默认不定义HAVE_SPECULAR UBO { File BlinnPhongSun.ubo //文件名,如果/开头表示从ShaderLibrary根目录开始,没有则表示同一目录 Struct BlinnPhongSun //结构名称 Name sun //在代码中的变量名 Stage Fragment //会引用的shader Set Global //Descriptor Set } #MaterialInstance Length 16 Stage Fragment Code { vec3 Color; float Gloss; } #VertexInput vec3 Normal #Vertex Output { vec4 Position; vec3 Normal; } Code { mat3 GetNormalMatrix() { return mat3(camera.view*GetLocalToWorld()); } vec3 GetNormal(mat3 normal_matrix,vec3 normal) { return normalize(normal_matrix*normal); } void main() { mat3 normal_matrix=GetNormalMatrix(); Output.Normal =GetNormal(normal_matrix,Normal); Output.Position =GetPosition3D(); HandoverMI(); gl_Position =Output.Position; } } #Fragment Output { vec4 FragColor; } Code { void main() { MaterialInstance mi=GetMI(); //将法线归一化 // vec3 world_normal =normalize(Input.Normal); //对世界坐标下的灯光方法归一化 // vec3 world_light_direction =normalize(sun.direction.xyz); //点乘法线和光照 float intensity=0.5*max(dot(Input.Normal,sun.direction.xyz),0.0)+0.5; //直接光颜色 vec3 direct_color =intensity*sun.color.rgb*mi.Color.rgb; // #ifndef HAVE_SPECULAR // FragColor=vec4(direct_color,1.0); // #else vec3 spec_color=vec3(0.0); if(intensity>0.0) { vec3 half_vector=normalize(sun.direction.xyz+normalize(Input.Position.xyz+camera.pos)); float specular=max(dot(half_vector,Input.Normal),0.0); spec_color=specular*pow(specular,mi.Gloss)*sun.color.rgb; } FragColor=vec4(direct_color+spec_color,1.0); // #endif//HAVE_SPECULAR } }