// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
//7.3渐变纹理
Shader "Unlit/Chapter7-RampTexture"
{
Properties{
_Color("Color Tint",Color) = (1,1,1,1)
_RampTex("Ramp Tex",2D)="white"{}
_Specular("Specular",Color)=(1,1,1,1)
_Gloss("Gloss",Range(8.0,256))=20
}
SubShader{
pass {
Tags{"LighitMode" = "ForwardBase"}
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include"Lighting.cginc"
fixed4 _Color;
sampler2D _RampTex;
float4 _RampTex_ST;
fixed4 _Specular;
float _Gloss;
struct a2v{
float4 vertex : POSITION;
float3 normal : NORMAL;
float4 texcoord:TEXCOORD0;
};
struct v2f{
float4 pos:SV_POSITION;
float3 worldNormal:TEXCOORD0;
float3 worldPos:TEXCOORD1;
float2 uv:TEXCOORD2;
};
v2f vert(a2v v) {
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.worldNormal = UnityObjectToWorldNormal(v.normal);
o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
o.uv = TRANSFORM_TEX(v.texcoord, _RampTex);
return o;
}
fixed4 frag(v2f i):SV_Target {
//计算世界空间下的法线方向
fixed3 worldNormal = normalize(i.worldNormal);
//计算世界空间下的光照方向
fixed3 worldLightDir = normalize(UnityWorldSpaceLightDir(i.worldPos));
//得到环境光部分
fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz;
//use the texture to sample the diffuse color
//半兰伯特光照
fixed halfLambert = 0.5*dot(worldNormal, worldLightDir) + 0.5;
//计算得到漫反射颜色
/*使用 halfLambert 构建一个纹理坐标,并用这个纹理坐标对渐变纹理 _RampTex进行采样
(_RamTex实际是一个一维纹理,它在纵轴方向上颜色不变)
因此纹理的U和V方向我们都使用了halfLambert,
然后,把从渐变纹理采样得到的颜色和材质颜色_Color相乘,得到最终的漫反射颜色
*/
fixed3 diffuseColor = tex2D(_RampTex, fixed2(halfLambert, halfLambert)).rgb*_Color.rgb;
//计算漫反射光的结果
fixed3 diffuse = _LightColor0.rgb*diffuseColor;
//获得世界空间中的观察方向
fixed3 viewDir = normalize(UnityWorldSpaceViewDir(i.worldPos));
//Bill-Phong光照模式
fixed3 halfDir = normalize(worldLightDir + viewDir);
//计算高光反射项
fixed3 specular = _LightColor0.rgb*_Specular.rgb*_Specular.rgb*pow(max(0, dot(worldNormal, halfDir)), _Gloss);
return fixed4(ambient + diffuse + specular, 1.0);
}
ENDCG
}
}
Fallback"Specular"
}
渐变纹理7.3
最新推荐文章于 2024-04-06 11:32:50 发布