Shader "Custom/texture/test1" {
// 定义纹理属性
Properties {
_Color ("Color", Color) = (1,1,1,1)
_MainTex ("Main Tex", 2D) = "white" {}
_Specular("Specular",Color)=(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;
// 纹理缩放平移属性
float4 _MainTex_ST;
fixed4 _Specular;
float _Gloss;
struct a2v{
float4 vertex: POSITION;
float3 normal:NORMAL;
// 语义指定第一个纹理
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=mul(UNITY_MATRIX_MVP,v.vertex);
o.worldNormal=UnityObjectToWorldNormal(v.normal);
o.worldPos=mul(unity_ObjectToWorld,v.vertex).xyz;
// _MainTex_ST xy为缩放,zw为偏移
o.uv=v.texcoord.xy*_MainTex_ST.xy+_MainTex_ST.zw;
// 也可以直接用内建函数
// o.uv=TRANSFORM_TEX(v.texcoord,_MainTex);
return o;
}
fixed4 frag(v2f i):SV_Target{
fixed3 worldNormal=normalize(i.worldNormal);
fixed3 worldLightDir=normalize(UnityWorldSpaceLightDir(i.worldPos));
// 使用纹理采样漫反射颜色
fixed halfLambert=0.5*dot(worldNormal,worldLightDir)+0.5;
fixed3 diffuseColor=tex2D(_MainTex,fixed2(halfLambert,halfLambert)).rgb*_Color.rgb;
fixed3 ambient=UNITY_LIGHTMODEL_AMBIENT.xyz;
// fixed3 diffuse=_LightColor0.rgb*diffuseColor;
// fixed3 albedo=tex2D(_MainTex,i.uv).rgb*_Color.rgb;
// fixed3 ambient=UNITY_LIGHTMODEL_AMBIENT.xyz*albedo;
// fixed3 diffuse=_LightColor0.rgb*albedo*max(0,dot(worldNormal,worldLightDir));
fixed3 viewDir=normalize(UnityWorldSpaceViewDir(i.worldPos));
fixed3 halfDir=normalize(worldLightDir+viewDir);
// BlinnPhon光照模型
fixed3 specular=_LightColor0.rgb*_Specular.rgb*pow(max(0,dot(worldNormal,halfDir)),_Gloss);
return fixed4(ambient+diffuseColor+specular,1.0);
}
ENDCG
}
}
FallBack "Specular"
}
Shader自学笔记 3.3.1 采样渐变纹理应用于BlinnPhong光照模型
最新推荐文章于 2024-01-03 21:25:03 发布