GLSL Programming/Unity/Two-Sided Smooth Surfaces
This tutorial covers two-sided per-pixel lighting (i.e. two-sided Phong shading).
Here we combine the per-pixel lighting discussed in Section “Smooth Specular Highlights” with the two-sided lighting discussed in Section “Two-Sided Surfaces”.
Shader Coder
editThe required changes to the code of Section “Smooth Specular Highlights” are: new properties for the back material, deactivation of culling, new local variables for the material parameters in the fragment shader, which are set either to the front material parameters or the back material parameters according to gl_FrontFacing
. Also, the surface normal vector is negated in case a back face is rendered. It's actually quite straightforward. The code looks like this:
Shader "GLSL two-sided per-pixel lighting" {
Properties {
_Color ("Front Material Diffuse Color", Color) = (1,1,1,1)
_SpecColor ("Front Material Specular Color", Color) = (1,1,1,1)
_Shininess ("Front Material Shininess", Float) = 10
_BackColor ("Back Material Diffuse Color", Color) = (1,1,1,1)
_BackSpecColor ("Back Material Specular Color", Color)
= (1,1,1,1)
_BackShininess ("Back Material Shininess", Float) = 10
}
SubShader {
Pass {
Tags { "LightMode" = "ForwardBase" }
// pass for ambient light and first light source
Cull Off
GLSLPROGRAM
// User-specified properties
uniform vec4 _Color;
uniform vec4 _SpecColor;
uniform float _Shininess;
uniform vec4 _BackColor;
uniform vec4 _BackSpecColor;
uniform float _BackShininess;
// The following built-in uniforms (except _LightColor0)
// are also defined in "UnityCG.glslinc",
// i.e. one could #include "UnityCG.glslinc"
uniform vec3 _WorldSpaceCameraPos;
// camera position in world space
uniform mat4 _Object2World; // model matrix
uniform mat4 _World2Object; // inverse model matrix
uniform vec4 _WorldSpaceLightPos0;
// direction to or position of light source
uniform vec4 _LightColor0;
// color of light source (from "Lighting.cginc")
varying vec4 position;
// position of the vertex in world space
varying vec3 varyingNormalDirection;
// surface normal vector in world space
#ifdef VERTEX
void main()
{
mat4 modelMatrix = _Object2World;
mat4 modelMatrixInverse = _World2Object; // unity_Scale.w
// is unnecessary because we normalize vectors
position = modelMatrix * gl_Vertex;
varyingNormalDirection = normalize(vec3(
vec4(gl_Normal, 0.0) * modelMatrixInverse));
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
}
#endif
#ifdef FRAGMENT
void main()
{
vec3 normalDirection = normalize(varyingNormalDirection);
vec4 diffuseColor;
vec4 specularColor;
float shininess;
if (gl_FrontFacing)
{
diffuseColor = _Color;
specularColor = _SpecColor;
shininess = _Shininess;
}
else
{
diffuseColor = _BackColor;
specularColor = _BackSpecColor;
shininess = _BackShininess;
normalDirection = -normalDirection;
}
vec3 viewDirection = normalize(
_WorldSpaceCameraPos - vec3(position));
vec3 lightDirection;
float attenuation;
if (0.0 == _WorldSpaceLightPos0.w) // directional light?
{
attenuation = 1.0; // no attenuation
lightDirection = normalize(vec3(_WorldSpaceLightPos0));
}
else // point or spot light
{
vec3 vertexToLightSource =
vec3(_WorldSpaceLightPos0 - position);
float distance = length(vertexToLightSource);
attenuation = 1.0 / distance; // linear attenuation
lightDirection = normalize(vertexToLightSource);
}
vec3 ambientLighting =
vec3(gl_LightModel.ambient) * vec3(diffuseColor);
vec3 diffuseReflection =
attenuation * vec3(_LightColor0) * vec3(diffuseColor)
* max(0.0, dot(normalDirection, lightDirection));
vec3 specularReflection;
if (dot(normalDirection, lightDirection) < 0.0)
// light source on the wrong side?
{
specularReflection = vec3(0.0, 0.0, 0.0);
// no specular reflection
}
else // light source on the right side
{
specularReflection = attenuation * vec3(_LightColor0)
* vec3(specularColor) * pow(max(0.0, dot(
reflect(-lightDirection, normalDirection),
viewDirection)), shininess);
}
gl_FragColor = vec4(ambientLighting + diffuseReflection
+ specularReflection, 1.0);
}
#endif
ENDGLSL
}
Pass {
Tags { "LightMode" = "ForwardAdd" }
// pass for additional light sources
Blend One One // additive blending
Cull Off
GLSLPROGRAM
// User-specified properties
uniform vec4 _Color;
uniform vec4 _SpecColor;
uniform float _Shininess;
uniform vec4 _BackColor;
uniform vec4 _BackSpecColor;
uniform float _BackShininess;
// The following built-in uniforms (except _LightColor0)
// are also defined in "UnityCG.glslinc",
// i.e. one could #include "UnityCG.glslinc"
uniform vec3 _WorldSpaceCameraPos;
// camera position in world space
uniform mat4 _Object2World; // model matrix
uniform mat4 _World2Object; // inverse model matrix
uniform vec4 _WorldSpaceLightPos0;
// direction to or position of light source
uniform vec4 _LightColor0;
// color of light source (from "Lighting.cginc")
varying vec4 position;
// position of the vertex in world space
varying vec3 varyingNormalDirection;
// surface normal vector in world space
#ifdef VERTEX
void main()
{
mat4 modelMatrix = _Object2World;
mat4 modelMatrixInverse = _World2Object; // unity_Scale.w
// is unnecessary because we normalize vectors
position = modelMatrix * gl_Vertex;
varyingNormalDirection = normalize(vec3(
vec4(gl_Normal, 0.0) * modelMatrixInverse));
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
}
#endif
#ifdef FRAGMENT
void main()
{
vec3 normalDirection = normalize(varyingNormalDirection);
vec4 diffuseColor;
vec4 specularColor;
float shininess;
if (gl_FrontFacing)
{
diffuseColor = _Color;
specularColor = _SpecColor;
shininess = _Shininess;
}
else
{
diffuseColor = _BackColor;
specularColor = _BackSpecColor;
shininess = _BackShininess;
normalDirection = -normalDirection;
}
vec3 viewDirection = normalize(
_WorldSpaceCameraPos - vec3(position));
vec3 lightDirection;
float attenuation;
if (0.0 == _WorldSpaceLightPos0.w) // directional light?
{
attenuation = 1.0; // no attenuation
lightDirection = normalize(vec3(_WorldSpaceLightPos0));
}
else // point or spot light
{
vec3 vertexToLightSource =
vec3(_WorldSpaceLightPos0 - position);
float distance = length(vertexToLightSource);
attenuation = 1.0 / distance; // linear attenuation
lightDirection = normalize(vertexToLightSource);
}
vec3 diffuseReflection =
attenuation * vec3(_LightColor0) * vec3(diffuseColor)
* max(0.0, dot(normalDirection, lightDirection));
vec3 specularReflection;
if (dot(normalDirection, lightDirection) < 0.0)
// light source on the wrong side?
{
specularReflection = vec3(0.0, 0.0, 0.0);
// no specular reflection
}
else // light source on the right side
{
specularReflection = attenuation * vec3(_LightColor0)
* vec3(specularColor) * pow(max(0.0, dot(
reflect(-lightDirection, normalDirection),
viewDirection)), shininess);
}
gl_FragColor =
vec4(diffuseReflection + specularReflection, 1.0);
}
#endif
ENDGLSL
}
}
// The definition of a fallback shader should be commented out
// during development:
// Fallback "Specular"
}
As always, the only difference between the two passes is the lack of ambient lighting and the additive blending in the second pass.
Summary
editCongratulations, you have reached the end of this short tutorial. We have seen:
- How two-sided surfaces can be rendered with per-pixel lighting.
Further Reading
editIf you still want to know more
- about the shader version for single-sided per-pixel lighting, you should read Section “Smooth Specular Highlights”.
- about the shader version for two-sided per-vertex lighting, you should read Section “Two-Sided Surfaces”.