头发篇【工作日志:2018.10.9】

 

Shader "Unlit/NewUnlitShader"
{
	Properties
	{
		_Color("Color Tint", Color) = (1,1,1,1)
		_MainTex("MainTex", 2D) = "White" {}
	    _Cutoff("Alpha Cutoff", Range(0,1)) = 0.5
		//凹凸贴图
		_BumpMap("Normal Map",2D) = "bump"{}
			//整体透明度强弱
		_AlphaScale("Alpha Scale",Range(0,1)) = 1

			//法线纹理凹凸程度
		_BumpScale("Bump Scale",Float) = 1.0
		_Specular("Specular",Color) = (1,1,1,1)
		_Gloss("Gloss",Range(8.0,256)) = 20

			//菲尼尔反射强度
		_FresnelScale("Fresnel Scale",Range(0,1)) = 0.5
		//反射颜色
		_ReflectColor("Reflect Color",Color)=(1,1,1,1)

			//模拟反射的环境映射纹理
		_Cubemap("Reflection Cubemap",Cube) = "_Skybox"{}

	}



	SubShader
	{
		Tags{ "Queue" = "AlphaTest" "IgnoreProject" = "True" "RenderType" = "TransparentCutout" }
	

		Pass
		{

		Tags{ "LightMode" = "ForwardBase" }

		//剔除前面
		Cull Front
		//ZWrite off
		Blend SrcAlpha OneMinusSrcAlpha


			CGPROGRAM
#pragma vertex vert  
#pragma fragment frag  

#include "LIghting.cginc"  
#include "AutoLight.cginc" 
#include "UnityCG.cginc"

	fixed4 _Color;
	sampler2D _MainTex;
	float4 _MainTex_ST;
	fixed _Cutoff;
	fixed _AlphaScale;

	sampler2D _BumpMap;
	float4 _BumpMap_ST;
	float _BumpScale;
	fixed4 _Specular;
	float _Gloss;


	fixed4 _ReflectColor;
	float _FresnelScale;
	samplerCUBE _Cubemap;





	struct a2v
	{
		float4 vertex : POSITION;
		float3 normal : NORMAL;
		float4 texcoord : TEXCOORD0;


		//获取切线
		float4 tangent:TANGENT;
	};

			struct v2f
			{
				float4 pos : SV_POSITION;
				float4 uv : TEXCOORD2;
				SHADOW_COORDS(3)

				float3 lightDir:TEXCOORD4;
				float3 viewDir:TEXCOORD5;

				float4 TtoW0 : TEXCOORD6;
				float4 TtoW1 : TEXCOORD7;
				float4 TtoW2 : TEXCOORD8;

				fixed3 worldRefl : TEXCOORD9;

				fixed3 worldViewDir : TEXCOORD1;

			};

		
			
			v2f vert (a2v v)
			{
				v2f o;
				o.pos = UnityObjectToClipPos(v.vertex);

				o.uv.xy = v.texcoord.xy*_MainTex_ST.xy + _MainTex_ST.zw;
				o.uv.zw = v.texcoord.xy*_BumpMap_ST.xy + _BumpMap_ST.zw;

				float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
				fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);

				//切线
				fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);
				//次法线
				fixed3 worldBinormal = cross(worldNormal, worldTangent) * v.tangent.w;
				//o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);

				TANGENT_SPACE_ROTATION;
				o.lightDir = mul(rotation, ObjSpaceLightDir(v.vertex)).xyz;
				o.viewDir = mul(rotation, ObjSpaceViewDir(v.vertex)).xyz;

				o.worldViewDir = UnityWorldSpaceViewDir(worldPos);

				o.worldRefl = reflect(-o.worldViewDir, worldNormal);


				//切线,次法线,法线,位置
				o.TtoW0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);
				o.TtoW1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);
				o.TtoW2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);

				TRANSFER_SHADOW(o);

				return o;
			}
			
			//片元着色器
			fixed4 frag (v2f i) : SV_Target
			{
			float3 worldPos = float3(i.TtoW0.w, i.TtoW1.w, i.TtoW2.w);

			fixed3 tangentLightDir = normalize(i.lightDir);
			fixed3 tangentViewDir = normalize(i.viewDir);

			//凹凸贴图
			fixed3 bump = UnpackNormal(tex2D(_BumpMap, i.uv.zw));
			//凹凸
			bump = normalize(half3(dot(i.TtoW0.xyz, bump), dot(i.TtoW1.xyz, bump), dot(i.TtoW2.xyz, bump)));



			//利用tex2D对法线纹理_BumpMap进行采样
			fixed4 packedNormal = tex2D(_BumpMap, i.uv.zw);
			fixed3 tangentNormal;

			//or mark the texture as "Normal map",ang use the built-in funciton(或者将纹理标记为“法线贴图”,使用内置函数)
			tangentNormal = UnpackNormal(packedNormal);
			tangentNormal.xy *= _BumpScale;

			
			fixed3 worldLightDir = normalize(UnityWorldSpaceViewDir(worldPos));
			fixed4 texColor = tex2D(_MainTex, i.uv);
			//透明度测试  
			clip(texColor.a - _Cutoff);

			fixed3 albedo = tex2D(_MainTex, i.uv).rgb*_Color.rgb;
			fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz * albedo;
			
			fixed3 diffuse = _LightColor0.rgb * albedo * max(0, dot(bump, worldLightDir));
			
			UNITY_LIGHT_ATTENUATION(atten, i, worldPos);


			fixed3 halfDir = normalize(tangentLightDir + tangentViewDir);
			fixed3 specular = _LightColor0.rgb*_Specular.rgb*pow(max(0, dot(tangentNormal, halfDir)), _Gloss);


			//在世界空间中使用折射方向访问立方体贴图
			fixed3 reflection = texCUBE(_Cubemap, i.worldRefl).rgb*_ReflectColor.rgb;

			//获取归一化的视角方向
			//fixed3 worldViewDir = normalize(i.worldViewDir);
			i.worldViewDir = normalize(_WorldSpaceCameraPos.xyz - worldPos.xyz);


			//使用Schlick菲尼尔近似式计算fresnel变量
			fixed fresnel = _FresnelScale + (1 - _FresnelScale)*pow(1 - dot(i.worldViewDir, bump), 5);



			return fixed4(ambient + lerp(diffuse, reflection, saturate(fresnel) + specular)*atten, texColor.a*_AlphaScale);


			//return fixed4(ambient + (lerp(diffuse, reflection, saturate(fresnel) + specular )* atten, texColor.a*_AlphaScale));
			}
			ENDCG
		}


		Pass
		{

			Tags{ "LightMode" = "ForwardBase" }

			//剔除背面
			Cull Back
			//ZWrite off
			Blend SrcAlpha OneMinusSrcAlpha


			CGPROGRAM
#pragma vertex vert  
#pragma fragment frag  

#include "LIghting.cginc"  
#include "AutoLight.cginc" 
#include "UnityCG.cginc"

			fixed4 _Color;
		sampler2D _MainTex;
		float4 _MainTex_ST;
		fixed _Cutoff;
		fixed _AlphaScale;

		sampler2D _BumpMap;
		float4 _BumpMap_ST;
		float _BumpScale;
		fixed4 _Specular;
		float _Gloss;


		fixed4 _ReflectColor;
		float _FresnelScale;
		samplerCUBE _Cubemap;





		struct a2v
		{
			float4 vertex : POSITION;
			float3 normal : NORMAL;
			float4 texcoord : TEXCOORD0;


			//获取切线
			float4 tangent:TANGENT;
		};

		struct v2f
		{
			float4 pos : SV_POSITION;
			float4 uv : TEXCOORD2;
			SHADOW_COORDS(3)

				float3 lightDir:TEXCOORD4;
			float3 viewDir:TEXCOORD5;

			float4 TtoW0 : TEXCOORD6;
			float4 TtoW1 : TEXCOORD7;
			float4 TtoW2 : TEXCOORD8;

			fixed3 worldRefl : TEXCOORD9;

			fixed3 worldViewDir : TEXCOORD1;

		};



		v2f vert(a2v v)
		{
			v2f o;
			o.pos = UnityObjectToClipPos(v.vertex);

			o.uv.xy = v.texcoord.xy*_MainTex_ST.xy + _MainTex_ST.zw;
			o.uv.zw = v.texcoord.xy*_BumpMap_ST.xy + _BumpMap_ST.zw;

			float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
			fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);

			//切线
			fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);
			//次法线
			fixed3 worldBinormal = cross(worldNormal, worldTangent) * v.tangent.w;
			//o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);

			TANGENT_SPACE_ROTATION;
			o.lightDir = mul(rotation, ObjSpaceLightDir(v.vertex)).xyz;
			o.viewDir = mul(rotation, ObjSpaceViewDir(v.vertex)).xyz;

			o.worldViewDir = UnityWorldSpaceViewDir(worldPos);

			o.worldRefl = reflect(-o.worldViewDir, worldNormal);


			//切线,次法线,法线,位置
			o.TtoW0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);
			o.TtoW1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);
			o.TtoW2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);

			TRANSFER_SHADOW(o);

			return o;
		}

		//片元着色器
		fixed4 frag(v2f i) : SV_Target
		{
			float3 worldPos = float3(i.TtoW0.w, i.TtoW1.w, i.TtoW2.w);

			fixed3 tangentLightDir = normalize(i.lightDir);
			fixed3 tangentViewDir = normalize(i.viewDir);

			//凹凸贴图
			fixed3 bump = UnpackNormal(tex2D(_BumpMap, i.uv.zw));
			//凹凸
			bump = normalize(half3(dot(i.TtoW0.xyz, bump), dot(i.TtoW1.xyz, bump), dot(i.TtoW2.xyz, bump)));



			//利用tex2D对法线纹理_BumpMap进行采样
			fixed4 packedNormal = tex2D(_BumpMap, i.uv.zw);
			fixed3 tangentNormal;

			//or mark the texture as "Normal map",ang use the built-in funciton(或者将纹理标记为“法线贴图”,使用内置函数)
			tangentNormal = UnpackNormal(packedNormal);
			tangentNormal.xy *= _BumpScale;


			fixed3 worldLightDir = normalize(UnityWorldSpaceViewDir(worldPos));
			fixed4 texColor = tex2D(_MainTex, i.uv);
			//透明度测试  
			clip(texColor.a - _Cutoff);

			fixed3 albedo = tex2D(_MainTex, i.uv).rgb*_Color.rgb;
			fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz * albedo;

			fixed3 diffuse = _LightColor0.rgb * albedo * max(0, dot(bump, worldLightDir));

			UNITY_LIGHT_ATTENUATION(atten, i, worldPos);


			fixed3 halfDir = normalize(tangentLightDir + tangentViewDir);
			fixed3 specular = _LightColor0.rgb*_Specular.rgb*pow(max(0, dot(tangentNormal, halfDir)), _Gloss);


			//在世界空间中使用折射方向访问立方体贴图
			fixed3 reflection = texCUBE(_Cubemap, i.worldRefl).rgb*_ReflectColor.rgb;

			//获取归一化的视角方向
			//fixed3 worldViewDir = normalize(i.worldViewDir);
			i.worldViewDir = normalize(_WorldSpaceCameraPos.xyz - worldPos.xyz);


			//使用Schlick菲尼尔近似式计算fresnel变量
			fixed fresnel = _FresnelScale + (1 - _FresnelScale)*pow(1 - dot(i.worldViewDir, bump), 5);



			return fixed4(ambient + lerp(diffuse, reflection, saturate(fresnel) + specular)*atten, texColor.a*_AlphaScale);


			//return fixed4(ambient + (lerp(diffuse, reflection, saturate(fresnel) + specular )* atten, texColor.a*_AlphaScale));
		}
			ENDCG
		}



	}

		Fallback "Transparent/Cutout/VertexLit"
}

 

 

 

 

 

 

 

 

 

 

 

今天的 战果,有了一点点想要的效果,但是还是不堪入目,不过全部都是自己写的,还是比较开心滴

其实也没加什么,而且。。。。代码量有点多,优化是以后的事,现在连实现都费劲呢,加入了菲尼尔反射,昨天刚学的,还改了一点赋值结构,运算时还加入了副法线和切线,让整体看起来没有那么闷。加入菲尼尔是为了这种效果

现实是。。颜色,上还需要处理,而且菲尼尔会影响高光的颜色。。范围还不完全是自己想要的,明天继续吧,今天先下班喽。

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