#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 Sun.ubo //文件名 Name sun //在代码中的变量名 Stage Vertex,Fragment //会引用的shader } #MaterialInstance #VertexInput vec3 Normal #Vertex Output { vec3 Normal; } Code { void main() { gl_Position=GetPosition3D(); } } #Fragment Output { vec4 FragColor; } Code { void main() { //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); //点乘法线和光照 vec3 diffuse =0.5*dot(world_light_direction,world_normal)+0.5; //直接光颜色 vec3 direct_color =sun.diffuse*diffuse*sun.color; #ifndef HAVE_SPECULAR FragColor=vec4(direct_color,1.0); #else //归一代视角方向 vec3 view_direction =normalize(camera.pos-world_position); //世界坐标下的反射光方向 vec3 reflect_direction =normalize(reflect(-world_light_direction,world_normal)); //高光 vec3 specular =sun.specular*pow(saturate(dot(reflect_direction,view_direction)),gloss); FragColor=vec4(direct_color+specular,1.0); #endif//HAVE_SPECULAR } }