Flat Shading Example
What is Flat Shading?
Flat shading, also known as faceted shading, is a polygon shading technique used in computer graphics. It's one of the simplest and fastest shading methods. In flat shading, the entire polygon is rendered with a single, uniform color. This color is determined by calculating the lighting equation for a single point on the polygon, typically its centroid or the average of its vertices, and then applying that single color across the entire surface of the polygon.
This results in a distinct, faceted appearance, where each polygon's boundaries are clearly visible as sharp edges. While it lacks the smooth transitions of more advanced shading techniques like Gouraud or Phong shading, it is computationally inexpensive and can be effective for certain styles of graphics, such as low-polygon models or retro-style games.
Key Characteristics
- Simplicity: Computationally very efficient.
- Speed: Requires minimal processing power.
- Visual Style: Produces a blocky, faceted look.
- Polygon-Based: Lighting is applied per polygon.
When to Use Flat Shading
Flat shading is often chosen when performance is critical and a stylized, angular aesthetic is desired. It's commonly seen in older video games, technical visualizations, or for rendering objects where smoothness is not a primary requirement. The distinct edges can sometimes be used artistically to emphasize the geometric nature of the scene.
Implementation Concept (Simplified)
The core idea involves calculating the surface normal for each primitive (e.g., a triangle). This normal is then used with a lighting model (like Lambertian diffuse lighting) to determine a single color value. This color is then applied uniformly to all pixels belonging to that primitive.
// Pseudocode for Flat Shading
struct Vertex {
vec3 position;
vec3 normal; // Normal for the entire polygon
vec2 texCoords;
};
struct PixelData {
vec3 worldPosition;
vec3 worldNormal; // The single normal for the primitive
vec2 texCoords;
};
// In the fragment shader:
vec4 fragment_shader(PixelData input) {
// Assume light direction and material properties are available
vec3 lightDir = normalize(vec3(1.0, 1.0, 1.0)); // Example light direction
vec3 materialColor = vec3(0.8, 0.2, 0.2); // Example diffuse color
// Calculate diffuse lighting intensity using the single normal
float diffuseIntensity = max(dot(input.worldNormal, lightDir), 0.0);
// Combine color with lighting
vec3 finalColor = materialColor * diffuseIntensity;
return vec4(finalColor, 1.0);
}