normalmap
作用
- 计算表面光照信息
- 提高渲染效率
- 可以在平面上模拟出非平面的效果,不需要很多mesh数据
分类
无法线贴图
![在这里插入图片描述](https://i-blog.csdnimg.cn/blog_migrate/82e19cd8751eb5907a4f8149ff01327a.png)
有法线贴图
![在这里插入图片描述](https://i-blog.csdnimg.cn/blog_migrate/25de4d0710320bdb041fe2c8b6bee1a3.png)
Material面板
![在这里插入图片描述](https://i-blog.csdnimg.cn/blog_migrate/fe340c88eaead3ca8bbebdf80c9e60ea.png)
shader
Shader "DC/Shader/ShaderDemo/NormalMap"
{
Properties
{
[Toggle] _UseNormalMap("UseNormalMap",float) = 0
_MainTex ("Texture", 2D) = "white" {}
_NormalMap ("NormalMap", 2D) = "white" {}
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma shader_feature _USENORMALMAP_ON
#include "UnityCG.cginc"
#include "Lighting.cginc"
struct appdata
{
float4 vertex : POSITION;
float4 uv : TEXCOORD0;
float4 tangent : TEXCOORD1;
float4 normal : TEXCOORD2;
};
struct v2f
{
float4 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
float3 lightDir : TEXCOORD1;
float4 TtoW0 : TEXCOORD2;
float4 TtoW1 : TEXCOORD3;
float4 TtoW2 : TEXCOORD4;
};
sampler2D _MainTex;
float4 _MainTex_ST;
sampler2D _NormalMap;
float4 _NormalMap_ST;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv.xy = TRANSFORM_TEX(v.uv, _MainTex);
o.uv.zw = TRANSFORM_TEX(v.uv, _NormalMap);
o.lightDir = WorldSpaceLightDir(v.vertex);
float3 worldNormal = UnityObjectToWorldNormal(v.normal);
float3 worldTangent = UnityObjectToWorldDir(v.tangent);
float3 worldBinormal = cross(worldNormal, worldTangent) * v.tangent.w;
float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
//tbnp
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);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed4 col = tex2D(_MainTex, i.uv.xy);
#if _USENORMALMAP_ON
fixed3 normal = UnpackNormal(tex2D(_NormalMap, i.uv.zw));
normal = normalize(half3(dot(i.TtoW0, normal), dot(i.TtoW1, normal), dot(i.TtoW2, normal)));
normal.z = sqrt(1.0 - saturate(dot(normal.xy, normal.xy)));
// return fixed4(normal,1);
fixed3 finalCol = dot(normal.xyz, normalize(i.lightDir.xyz)) * col.rgb * _LightColor0.rgb;
return fixed4(finalCol, col.a);
#else
// return col;
return fixed4(col.rgb * _LightColor0.rgb, col.a);
#endif
}
ENDCG
}
}
}