渐变纹理
渐变纹理可用来控制漫反射光照效果。
// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
光照模式注意要设置为Forward(菜单Edit->Project Settings->Player->OtherSettings->Rending Path->Forward)
Shader "LT/RampTexture"
{
Properties
{
_Color("Color Tint",Color) = (1,1,1,1)
_RampTex("Ramp Tex",2D) = "white" {} //渐变纹理
_Specular("Specular",Color) = (1,1,1,1)
_Gloss("Gloss",Range(8.0,256)) = 20
}
SubShader
{
Pass
{
Tags { "LightMode"="ForwardBase" }//定义该Pass在光照流水线中的角色光照模式注意要设置为Forward
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "Lighting.cginc"
fixed4 _Color;
sampler2D _RampTex;
fixed4 _Specular;
float4 _RampTex_ST;
float _Gloss;
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
float3 normal : NORMAL;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
float3 worldNormal : TEXCOORD1;
float3 worldPos : TEXCOORD2;
};
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.worldNormal = UnityObjectToWorldNormal(v.normal);
o.worldPos = mul(unity_ObjectToWorld,v.vertex).xyz;
o.uv = TRANSFORM_TEX(v.uv, _RampTex); //内置的宏计算平铺和偏移位置
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed3 worldNormal =normalize(i.worldNormal);
fixed3 worldLightDir =normalize(UnityWorldSpaceLightDir(i.worldPos));
fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz ;
//法线和方向和光照方向的点积做一次0.5倍的缩放和一个0.5大小的偏移来计算兰伯特部分halfLambert,得到结果在【0,1】之间
fixed halfLambert = 0.5 *dot(worldNormal,worldLightDir) +0.5;
//用halfLambert构建一个纹理坐标,并对这个纹理坐标对_RampTex进行采样。
//由于_RampTex实际是一个一维纹理(纵轴方向上颜色不变),所以纹理坐标的UV方向我们都使用了halfLambert,
fixed3 diffuseColor = tex2D(_RampTex, fixed2(halfLambert,halfLambert)).rgb * _Color.rgb;
//漫反射颜色 = 渐变纹理采样得到的颜色 * 材质颜色
fixed3 diffuse = _LightColor0 * diffuseColor ;
fixed3 viewDir = normalize(UnityWorldSpaceViewDir(i.worldPos));
fixed3 halfDir = normalize(worldLightDir + viewDir);
fixed3 specular = _LightColor0.rbg * _Specular.rgb *pow(max(0,dot (worldNormal,halfDir)),_Gloss);
fixed4 col = fixed4( diffuse+ specular + ambient,1.0);
return col;
}
ENDCG
}
}
Fallback "Specular"
}
遮罩纹理
Shader "LT/MaskTexture"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_Color("Color Tint",Color) = (1,1,1,1)
_BumpMap("Normal Map", 2D) = "white" {}
_BumpScale("Bump Scale", Float) = 1.0
_SpecularMak("Specular Mak",2D) = "white" {} //高光反射遮罩纹理
_SpecularScale("Specular Scale", Float) = 1.0 //控制遮罩影响度的系数
_Specular("Specular",Color) = (1,1,1,1)
_Gloss("Gloss",Range(8.0,256)) = 20
}
SubShader
{
Pass
{
Tags { "LightModel"="ForwardBase" }
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "Lighting.cginc"
sampler2D _MainTex;
float4 _MainTex_ST;
float4 _Color;
sampler2D _BumpMap;
float _BumpScale;
sampler2D _SpecularMask;
float _SpecularScale;
float4 _Specular;
float _Gloss;
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
float3 normal:NORMAL;
float4 tangent: TANGENT;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
float3 lightDir :TEXCOORD1;
float3 viewDir :TEXCOORD2;
};
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
//使用unity提供的宏定义来直接计算得到rotation变换矩阵
TANGENT_SPACE_ROTATION;
//光照方向和视角方向从模型空间变换到了切线空间中,方便片元着色器中法线进行光照计算
o.lightDir = mul(rotation,ObjSpaceLightDir(v.vertex)).xyz;
o.viewDir = mul(rotation,ObjSpaceViewDir(v.vertex)).xyz;
return o;
}
//内容基本同切线空间下计算法线纹理
fixed4 frag (v2f i) : SV_Target
{
fixed3 tangentLightDir = normalize(i.lightDir);
fixed3 tangentViewDir = normalize(i.viewDir);
fixed3 tangentNormal = UnpackNormal(tex2D(_BumpMap,i.uv));
tangentNormal.xy *= _BumpScale;
//法线是单位向量, x^2+y^2+z^2 = 1.所以已知2个坐标可以求出第三个。只需2个通道
tangentNormal.z = sqrt(1.0 - saturate(dot(tangentNormal.xy,tangentNormal.xy)));
fixed3 albedo = tex2D(_MainTex, i.uv) * _Color.rgb;
fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz * albedo;
fixed3 diffuse = _LightColor0.rgb *albedo * max(0,dot(tangentNormal,tangentLightDir));
fixed3 halfDir = normalize(tangentLightDir + tangentViewDir);
fixed specularMask = tex2D(_SpecularMask,i.uv).r * _SpecularScale;
fixed3 specular = _LightColor0.rbg * _Specular.rgb *
pow(max(0,dot(tangentNormal,halfDir)),_Gloss)*specularMask;
// sample the texture
fixed4 col = fixed4( diffuse+ specular + ambient,1.0);
return col;
}
ENDCG
}
}
}