UnityShader 高光反射遮罩纹理着色器

Shader "MashTextureShader"{
	Properties{
		_Color("ColorTint",Color) = (1,1,1,1)
		_MainTex("NormalMap",2D) = "white"{}
		_BumpMap("BumpMap",2D) = "bump"{}
		_BumpScale("BumpScale",Float) = 1.0
		_SpecularMask("SpecularMask",2D) = "white"{}
		_SpecularScale("SpecularScale",Float) = 1.0
		_Specular("Specular",Color) = (1,1,1,1)
		_Gloss("Gloss",Range(8.0,256)) = 20
	}
	SubShader{
		Pass{

			Tags{"LightMode" = "ForwardBase"}
			CGPROGRAM
				#pragma vertex vert
				#pragma fragment frag
				#include "Lighting.cginc"

				fixed4 _Color;
				sampler2D _MainTex;
				float4 _MainTex_ST;
				sampler2D _BumpMap;
				float _BumpScale;
				sampler2D _SpecularMask;
				float _SpecularScale;
				fixed4 _Specular;
				float _Gloss;

				struct a2v{
					float4 vertex : POSITION;
					float3 normal : NORMAL;
					float4 tangent : TANGENT;
					float4 texcoord : TEXCOORD0;
				};
				struct v2f{
					float4 pos : SV_POSITION;
					float2 uv : TEXCOORD0;
					float3 lightDir : TEXCOORD1;
					float3 viewDir : TEXCOORD2;
				};
				v2f vert(a2v v){
					v2f o;
					o.pos = UnityObjectToClipPos(v.vertex);
					o.uv.xy = v.texcoord.xy * _MainTex_ST.xy + _MainTex_ST.zw;
					TANGENT_SPACE_ROTATION;
					o.lightDir = mul(rotation,ObjSpaceLightDir(v.vertex)).xyz;
					o.viewDir = mul(rotation,ObjSpaceViewDir(v.vertex)).xyz;
					return o;
				}
				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;
					tangentNormal.z = sqrt(1.0 - saturate(dot(tangentNormal.xy,tangentNormal.xy)));
					fixed3 albedo = tex2D(_MainTex,i.uv).rgb*_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.rgb*_Specular.rgb*pow(max(0,dot(tangentNormal,halfDir)),_Gloss)*specularMask;
					return fixed4(ambient+diffuse+specular,1.0);
				}
			ENDCG
		}
	}
	Fallback "Specular"
}

 

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