《unity shader入门精要》学习笔记--渐变纹理与遮罩纹理

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 = fixed4diffuse+  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 tangentTANGENT;
            };

            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 = fixed4diffuse+  specular + ambient,1.0);
                return col;
            }
            ENDCG
        }
    }
}

 

 

 

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