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[unity note] basic lighting in l4unity
2022-04-23 12:20:00 【lee2813】
One 、 Overview of basic lighting
1. Contains objects
- The light source —— The measure : Radiation ( The cosine value perpendicular to the surface normal multiplied by the radiance on the slash )
- Absorption and scattering —— The light is scattered , One will scatter into the interior of the object , One is reflected to the outside of the object
- To color —— The calculation process of object surface illumination model is carried out by using material attributes and light source information , Called coloring .
- BRDF Illumination model —— The rendering equation for calculating the interaction between light and object surface .
2. Standard illumination model
- The ambient light —— Describe the indirect illumination of the object surface : Before the light enters the camera , After more than one reflection of the object .
- Spontaneous light —— Light is emitted directly from the light source into the camera
- Diffuse reflection —— The radiance of light scattered randomly from the object surface to all directions is modeled . At this time, the incident direction is not important , Because it will scatter in all directions . The intensity of the scattered light is directly proportional to the cosine of the angle between the direction of the light source
- highlights —— The calculation of highlights consists of two models , One is Blinn Model , The other is Phong Model
3. Pixel by pixel or vertex by vertex
- For calculating the position of the lighting model : The calculation in the slice shader is called per pixel illumination , The calculation in the vertex shader is called per vertex illumination .
- Phong To color : On a per pixel basis , Calculating normals , Then interpolate the vertex normals between patches
- Gorod coloring : Then calculate the illumination on each vertex , Then linear interpolation is performed inside the rendering entity , Finally, output the imager color
4.Blinn-Phong Model
- Definition : Diffuse and specular reflections are used to model the reflected light , An empirical method for calculating specular reflection is proposed .
- advantage : Simplify the calculation , faster
- limitations : Because it is an empirical model , For some complex phenomena , For example, the Fresnel reflex does not show , In addition, the characteristics of isotropy lead to rotating objects , The reflective surface will not be changed by any . Not applicable for hair, etc .
5. Ambient light and self illumination
- The ambient light : Light already available in the space before adding Rehe lighting
- Spontaneous light : Before the slice shader outputs the last color , Add the self luminous color of the material to the output color
Two 、 stay Unity Shader The diffuse illumination model is realized on
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