如何实现着色器来创建高光/阴影?我找到了highlights部分的代码(取自https://gitlab.bestminr.com/bestminr/FrontShaders/blob/master/shaders/),但我找不到shadows
的等效代码varying vec4 coord;
uniform sampler2D texture;
uniform float highlights;
const float a = 1.357697966704323E-01;
const float b = 1.006045552016985E+00;
const float c = 4.674339906510876E-01;
const float d = 8.029414702292208E-01;
const float e = 1.127806558508491E-01;
void main() {
vec4 color = texture2D(texture, coord.xy);
float maxx = max(color.r, max(color.g, color.b));
float minx = min(color.r, min(color.g, color.b));
float lum = (maxx+minx)/2.0;
float x1 = abs(highlights);
float x2 = lum;
float lum_new = lum < 0.5 ? lum : lum+ a * sign(highlights) * exp(-0.5 * (((x1-b)/c)*((x1-b)/c) + ((x2-d)/e)*((x2-d)/e)));
// gl_FragColor = color * lum_new / lum;
gl_FragColor = vec4(color * lum_new / lum);
}
要使物体的暗面真正变暗,您需要以下 3 个东西: -你的片段的法线 -你的片段的位置 -你的灯的位置 - 片段衰减后的光强度
cos() 计算的总体思路是,如果 cos>0 则表示光线照射到片段的前面,但如果为负数,则表示 -lightDir 的方向与法线相反,这意味着 lightDir 实际上照射到片段的前面后面的片段。
in vec3 fragPos;
in vec3 fragNormal;
uniform vec3 lightPos
vec3 lightIntensity;
vec3 lightShadowCalc(vec3 fragPos, vec3 fragNormal, vec3 lightPos, vec3 lightIntensity)
{
vec3 lightDir = normalize(fragPos - lightPos);
vec3 newIntensity = lightIntensity * cos(fragNormal, -lightDir)
newIntensity = max(vec3(0), newIntensity);
return newIntensity;
}
这应该是这样的希望有帮助。
老问题,但就是这样,与高光相同,但阴影相同。您可以使用 ShadowMidRange 来平滑阴影和中频之间的剪切。
varying vec2 uv;
uniform sampler2D t;
uniform float adjustments; // Positive for highlights, negative for shadows
void main() {
vec4 color = texture2D(t, uv);
// Calculate average luminance
float maxx = max(color.r, max(color.g, color.b));
float minx = min(color.r, min(color.g, color.b));
float lum = (maxx + minx) / 2.0;
// Define the range for the transition between shadows and midtones
float shadowMidRange = 0.75; // Adjust this value as needed
// Calculate the adjustment based on positive or negative adjustments
float x1 = abs(adjustments);
float x2 = lum;
float lum_new = lum;
if (adjustments > 0.0) {
lum_new = mix(lum, lum + 0.5 * x1, smoothstep(shadowMidRange, 0.6, lum));
} else if (adjustments < 0.0) {
lum_new = mix(lum, lum - 0.5 * x1, smoothstep(0.4, shadowMidRange, 1.0 - lum));
}
// Apply the adjustment to the color
color.rgb *= lum_new / lum;
gl_FragColor = color;
}