base pass
- First directional light is in the base pass
- base pass is drawn no matter if there is a directional light.
- declare in Tags before CGPROGRAM after pass
- vertex light need to be in base pass , declare with VERTEXLIGHT_ON
add pass
- Enable the blending between base and add pass by Blend One One
- support directional / point / spot light : multi_compile_fwdadd
include file
include file aim to reuse code include all the vertex / fragment function code and some variables declaration and includes files.
Include is just simple replace all the code in the included file to the including file.
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Include is just simple replace all the code in the included file to the including file.
- a typical including declare is like this. It prevent include the same files twice.
- include file ends with "cginc"
- base pass and add pass can use the same include file
support different lights
- according to different light type calculate the light.dir differently
- UNITY_LIGHT_ATTENUATION(atten , vertextOut , vertextOut. worldPos ) provide the attenuation for point and spot light, it will always be 1 for directional light.
vertex light
- four vertex lights can be used. When pixel lights reach the set limited, Unity switch to vertex light.
- to set the pixel light limitation : edit -> project setting -> quality -> pixel light count
- declare in base pass #pragma multi_compile _ VERTEXLIGHT_ON
- In vertex out structure declare vertexLightcolor to pass the vertex light to fragment function
- light.
- calculate the vertex light using the function ShadePointLight()
- vertex light is put into indirect light
One thing on vertex light is very important
To force vertex light , put the vertex light to not important render mode in light setting
environment Light
- environmental light is captured by spherical harmonic function in Unity.
- the function should only be used in the base pass
- the function should contribute to the indirect diffuse light.
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