1、标准漫反射Shader
该Shader其实就是一个,带有法线(世界空间中计算 - 全局效果的表现更准确)的基于Phong光照模型(去掉高光反射)的,支持多光源和阴影的Shader
步骤是:
- 加入渲染标签Tags { "RenderType" = "Opaque" "Queue" = "Geometry"},渲染类型设置为不透明的、渲染队列设置为几何队列(不透明的几何体通常使用该队列)
- 删除高光反射相关代码
- 加入阴影、衰减相关代码
- 加入附加渲染通道
- 加入FallBac "Diffuse"
Shader "ShaderProj/4/BumpedDiffuse"
{
Properties
{
_MainColor("MainColor", Color) = (1,1,1,1)
_MainTex("MainTex", 2D) = ""{}
_BumpMap("BumpMap", 2D) = ""{}
_BumpScale("BumpScale", Range(0,1)) = 1
}
SubShader
{
Tags{ "RenderType"="Opaque" "Queue"="Geometry"}
Pass
{
Tags { "LightMode"="ForwardBase" }
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_fwdbase
#include "UnityCG.cginc"
#include "Lighting.cginc"
#include "AutoLight.cginc"
float4 _MainColor;
sampler2D _MainTex;
float4 _MainTex_ST;
sampler2D _BumpMap;
float4 _BumpMap_ST;
float _BumpScale;
struct v2f
{
float4 pos:SV_POSITION;
float4 uv:TEXCOORD0;
float4 TtoW0:TEXCOORD1;
float4 TtoW1:TEXCOORD2;
float4 TtoW2:TEXCOORD3;
SHADOW_COORDS(4)
};
v2f vert (appdata_full v)
{
v2f data;
data.pos = UnityObjectToClipPos(v.vertex);
data.uv.xy = v.texcoord.xy * _MainTex_ST.xy + _MainTex_ST.zw;
data.uv.zw = v.texcoord.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
float3 worldPos = mul(unity_ObjectToWorld, v.vertex);
float3 worldNormal = UnityObjectToWorldNormal(v.normal);
float3 worldTangent = UnityObjectToWorldDir(v.tangent);
float3 worldBinormal = cross(normalize(worldTangent), normalize(worldNormal)) * v.tangent.w;
data.TtoW0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);
data.TtoW1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);
data.TtoW2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);
TRANSFER_SHADOW(data);
return data;
}
fixed4 frag (v2f i) : SV_Target
{
fixed3 lightDir = normalize(_WorldSpaceLightPos0.xyz);
float3 worldPos = float3(i.TtoW0.w, i.TtoW1.w, i.TtoW2.w);
fixed3 viewDir = normalize(UnityWorldSpaceViewDir(worldPos));
float4 packedNormal = tex2D(_BumpMap, i.uv.zw);
float3 tangentNormal = UnpackNormal(packedNormal);
tangentNormal.xy *= _BumpScale;
tangentNormal.z = sqrt(1.0 - saturate(dot(tangentNormal.xy, tangentNormal.xy)));
float3 worldNormal = float3(dot(i.TtoW0.xyz, tangentNormal), dot(i.TtoW1.xyz, tangentNormal), dot(i.TtoW2.xyz, tangentNormal));
fixed3 albedo = tex2D(_MainTex, i.uv.xy) * _MainColor.rgb;
fixed3 lambertColor = _LightColor0.rgb * albedo.rgb * max(0, dot(worldNormal, normalize(lightDir)));
UNITY_LIGHT_ATTENUATION(atten, i, worldPos);
fixed3 color = UNITY_LIGHTMODEL_AMBIENT.rgb * albedo + lambertColor * atten;
return fixed4(color.rgb, 1);
}
ENDCG
}
Pass
{
Tags { "LightMode"="ForwardAdd" }
Blend One One
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_fwdadd
#include "UnityCG.cginc"
#include "Lighting.cginc"
#include "AutoLight.cginc"
float4 _MainColor;
sampler2D _MainTex;
float4 _MainTex_ST;
sampler2D _BumpMap;/
float4 _BumpMap_ST;
float _BumpScale;
struct v2f
{
float4 pos:SV_POSITION;
float4 uv:TEXCOORD0;
float4 TtoW0:TEXCOORD1;
float4 TtoW1:TEXCOORD2;
float4 TtoW2:TEXCOORD3;
SHADOW_COORDS(4)
};
v2f vert (appdata_full v)
{
v2f data;
data.pos = UnityObjectToClipPos(v.vertex);
data.uv.xy = v.texcoord.xy * _MainTex_ST.xy + _MainTex_ST.zw;
data.uv.zw = v.texcoord.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
float3 worldPos = mul(unity_ObjectToWorld, v.vertex);
float3 worldNormal = UnityObjectToWorldNormal(v.normal);
float3 worldTangent = UnityObjectToWorldDir(v.tangent);
float3 worldBinormal = cross(normalize(worldTangent), normalize(worldNormal)) * v.tangent.w;
data.TtoW0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);
data.TtoW1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);
data.TtoW2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);
TRANSFER_SHADOW(data);
return data;
}
fixed4 frag (v2f i) : SV_Target
{
fixed3 lightDir = normalize(_WorldSpaceLightPos0.xyz);
float3 worldPos = float3(i.TtoW0.w, i.TtoW1.w, i.TtoW2.w);
fixed3 viewDir = normalize(UnityWorldSpaceViewDir(worldPos));
float4 packedNormal = tex2D(_BumpMap, i.uv.zw);
float3 tangentNormal = UnpackNormal(packedNormal);
tangentNormal.xy *= _BumpScale;
tangentNormal.z = sqrt(1.0 - saturate(dot(tangentNormal.xy, tangentNormal.xy)));
float3 worldNormal = float3(dot(i.TtoW0.xyz, tangentNormal), dot(i.TtoW1.xyz, tangentNormal), dot(i.TtoW2.xyz, tangentNormal));
fixed3 albedo = tex2D(_MainTex, i.uv.xy) * _MainColor.rgb;
fixed3 lambertColor = _LightColor0.rgb * albedo.rgb * max(0, dot(worldNormal, normalize(lightDir)));
UNITY_LIGHT_ATTENUATION(atten, i, worldPos);
fixed3 color = UNITY_LIGHTMODEL_AMBIENT.rgb * albedo + lambertColor * atten;
return fixed4(color.rgb, 1);
}
ENDCG
}
}
Fallback "Diffuse"
}
2、标准高光反射Shader
该Shader其实就是一个带有法线(世界空间中计算 - 全局效果的表现更准确)的基于BlinnPhong光照模型的支持多光源和阴影的Shader
步骤是:
- 加入渲染标签Tags { "RenderType" = "Opaque" "Queue" = "Geometry"},渲染类型设置为不透明的、渲染队列设置为几何队列(不透明的几何体通常使用该队列)
- 加入阴影、衰减相关代码
- 加入附加渲染通道
- 加入FallBack "Specular"
Shader "ShaderProj/4/BumpedSpecular"
{
Properties
{
_MainColor("MainColor", Color) = (1,1,1,1)
_MainTex("MainTex", 2D) = ""{}
_BumpMap("BumpMap", 2D) = ""{}
_BumpScale("BumpScale", Range(0,1)) = 1
_SpecularColor("SpecularColor", Color) = (1,1,1,1)
_SpecularNum("SpecularNum", Range(0,20)) = 18
}
SubShader
{
Tags{ "RenderType"="Opaque" "Queue"="Geometry"}
Pass
{
Tags { "LightMode"="ForwardBase" }
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_fwdbase
#include "UnityCG.cginc"
#include "Lighting.cginc"
#include "AutoLight.cginc"
float4 _MainColor;
sampler2D _MainTex;
float4 _MainTex_ST;
sampler2D _BumpMap;
float4 _BumpMap_ST;
float _BumpScale;
float4 _SpecularColor;
fixed _SpecularNum;
struct v2f
{
float4 pos:SV_POSITION;
float4 uv:TEXCOORD0;
float4 TtoW0:TEXCOORD1;
float4 TtoW1:TEXCOORD2;
float4 TtoW2:TEXCOORD3;
SHADOW_COORDS(4)
};
v2f vert (appdata_full v)
{
v2f data;
data.pos = UnityObjectToClipPos(v.vertex);
data.uv.xy = v.texcoord.xy * _MainTex_ST.xy + _MainTex_ST.zw;
data.uv.zw = v.texcoord.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
float3 worldPos = mul(unity_ObjectToWorld, v.vertex);
float3 worldNormal = UnityObjectToWorldNormal(v.normal);
float3 worldTangent = UnityObjectToWorldDir(v.tangent);
float3 worldBinormal = cross(normalize(worldTangent), normalize(worldNormal)) * v.tangent.w;
data.TtoW0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);
data.TtoW1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);
data.TtoW2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);
TRANSFER_SHADOW(data);
return data;
}
fixed4 frag (v2f i) : SV_Target
{
fixed3 lightDir = normalize(_WorldSpaceLightPos0.xyz);
float3 worldPos = float3(i.TtoW0.w, i.TtoW1.w, i.TtoW2.w);
fixed3 viewDir = normalize(UnityWorldSpaceViewDir(worldPos));
float4 packedNormal = tex2D(_BumpMap, i.uv.zw);
float3 tangentNormal = UnpackNormal(packedNormal);
tangentNormal.xy *= _BumpScale;
tangentNormal.z = sqrt(1.0 - saturate(dot(tangentNormal.xy, tangentNormal.xy)));
float3 worldNormal = float3(dot(i.TtoW0.xyz, tangentNormal), dot(i.TtoW1.xyz, tangentNormal), dot(i.TtoW2.xyz, tangentNormal));
fixed3 albedo = tex2D(_MainTex, i.uv.xy) * _MainColor.rgb;
fixed3 lambertColor = _LightColor0.rgb * albedo.rgb * max(0, dot(worldNormal, normalize(lightDir)));
float3 halfA = normalize(normalize(viewDir) + normalize(lightDir));
fixed3 specularColor = _LightColor0.rgb * _SpecularColor.rgb * pow(max(0, dot(worldNormal, halfA)), _SpecularNum);
UNITY_LIGHT_ATTENUATION(atten, i, worldPos);
fixed3 color = UNITY_LIGHTMODEL_AMBIENT.rgb * albedo + (lambertColor + specularColor)*atten;
return fixed4(color.rgb, 1);
}
ENDCG
}
Pass
{
Tags { "LightMode"="ForwardAdd" }
Blend One One
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_fwdadd
#include "UnityCG.cginc"
#include "Lighting.cginc"
#include "AutoLight.cginc"
float4 _MainColor;
sampler2D _MainTex;
float4 _MainTex_ST;
sampler2D _BumpMap;
float4 _BumpMap_ST;
float _BumpScale;
float4 _SpecularColor;
fixed _SpecularNum;
struct v2f
{
float4 pos:SV_POSITION;
float4 uv:TEXCOORD0;
float4 TtoW0:TEXCOORD1;
float4 TtoW1:TEXCOORD2;
float4 TtoW2:TEXCOORD3;
SHADOW_COORDS(4)
};
v2f vert (appdata_full v)
{
v2f data;
data.pos = UnityObjectToClipPos(v.vertex);
data.uv.xy = v.texcoord.xy * _MainTex_ST.xy + _MainTex_ST.zw;
data.uv.zw = v.texcoord.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
float3 worldPos = mul(unity_ObjectToWorld, v.vertex);
float3 worldNormal = UnityObjectToWorldNormal(v.normal);
float3 worldTangent = UnityObjectToWorldDir(v.tangent);
float3 worldBinormal = cross(normalize(worldTangent), normalize(worldNormal)) * v.tangent.w;
data.TtoW0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);
data.TtoW1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);
data.TtoW2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);
TRANSFER_SHADOW(data);
return data;
}
fixed4 frag (v2f i) : SV_Target
{
fixed3 lightDir = normalize(_WorldSpaceLightPos0.xyz);
float3 worldPos = float3(i.TtoW0.w, i.TtoW1.w, i.TtoW2.w);
fixed3 viewDir = normalize(UnityWorldSpaceViewDir(worldPos));
float4 packedNormal = tex2D(_BumpMap, i.uv.zw);
float3 tangentNormal = UnpackNormal(packedNormal);
tangentNormal.xy *= _BumpScale;
tangentNormal.z = sqrt(1.0 - saturate(dot(tangentNormal.xy, tangentNormal.xy)));
float3 worldNormal = float3(dot(i.TtoW0.xyz, tangentNormal), dot(i.TtoW1.xyz, tangentNormal), dot(i.TtoW2.xyz, tangentNormal));
fixed3 albedo = tex2D(_MainTex, i.uv.xy) * _MainColor.rgb;
fixed3 lambertColor = _LightColor0.rgb * albedo.rgb * max(0, dot(worldNormal, normalize(lightDir)));
float3 halfA = normalize(normalize(viewDir) + normalize(lightDir));
fixed3 specularColor = _LightColor0.rgb * _SpecularColor.rgb * pow(max(0, dot(worldNormal, halfA)), _SpecularNum);
UNITY_LIGHT_ATTENUATION(atten, i, worldPos);
fixed3 color = UNITY_LIGHTMODEL_AMBIENT.rgb * albedo + (lambertColor + specularColor)*atten;
return fixed4(color.rgb, 1);
}
ENDCG
}
}
Fallback "Specular"
}