Shader "baicai/me02" {
Properties {
_MainTex ("MainTex", 2D) = "white" {}
_Bump ("Bump", 2D) = "bump" {}
_Intension ("强度", Range(0, 10)) = 10
_Scale ("范围", Range(0, 1)) = 0.5969197
_SpecularColor("SpecularColor",Color) = (1,1,1,1)
_Cubemap ("Cubemap",Cube) = ""{} /
}
SubShader {
Tags {
"RenderType"="Opaque"
}
Pass {
Tags {
"LightMode"="ForwardBase"
}
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#define UNITY_PASS_FORWARDBASE
#include "UnityCG.cginc"
#include "AutoLight.cginc"
#pragma multi_compile_fwdbase_fullshadows
#pragma target 3.0
float4 _LightColor0;
sampler2D _MainTex;
float4 _MainTex_ST;
sampler2D _Bump;
float4 _Bump_ST;
float _Intension;
float _Scale;
float4 _SpecularColor;
samplerCUBE _Cubemap;
struct VertexInput {
float4 vertex : POSITION;
float3 normal : NORMAL;
float4 tangent : TANGENT;
float2 uv : TEXCOORD0;
};
struct v2f {
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
float4 posWorld : TEXCOORD1;
float3x3 tangentTransform:TEXCOORD2;//占用3个语义 2 3 4
LIGHTING_COORDS(5,6)
};
///需要把顶点着色器中的切线空间转化为世界空间
///或者把世界空间的所有向量转化为切线空间
v2f vert (VertexInput v) {
v2f o ;
o.pos = UnityObjectToClipPos(v.vertex );
o.uv =TRANSFORM_TEX(v.uv, _MainTex);
//求世界法线三件套
float3 normal =normalize( UnityObjectToWorldNormal(v.normal));
float3 tangentDir = normalize( mul( unity_ObjectToWorld, float4( v.tangent.xyz, 0.0 ) ).xyz );//切线空间转化为世界空间
float3 bitangentDir = normalize(cross(normal, tangentDir) * v.tangent.w);//切线 法线 计算副切线
//得出结合切线的世界法线
o.tangentTransform = float3x3( tangentDir, bitangentDir, normal);
//物体世界坐标
o.posWorld = mul(unity_ObjectToWorld, v.vertex);
TRANSFER_VERTEX_TO_FRAGMENT(o)
return o;
}
float4 frag(v2f i) : COLOR {
float3 BumpMap = UnpackNormal(tex2D(_Bump,i.uv));
float3 N = normalize(mul( BumpMap.rgb, i.tangentTransform )); //根据模型的世界法线 将法线贴图转换为世界空间
float3 V = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz); //视向量
float3 L = normalize(_WorldSpaceLightPos0.xyz);
float3 speL = normalize(V+L); //视向量 + 光向量,得到一个高光的光向量
// Lighting:
float atten = LIGHT_ATTENUATION(i);
/ Gloss:
float Gloss = exp2( _Scale * 10.0+1.0);
// Specular:
float NdotSpeL = saturate(dot (speL,N)); //高光强度
float4 col = tex2D(_MainTex,i.uv);
float3 specular0 = atten * _LightColor0.xyz * pow(NdotSpeL,Gloss) * _SpecularColor * _Intension*col.a;
///worldRefl:cubMap
half3 worldRefl = reflect (-V,N);/
half3 cube=texCUBE(_Cubemap, worldRefl).rgb;/
/// Diffuse:
float NdotL = saturate(dot( N, L )); //漫反射强
col.rgb= col.rgb * (NdotL *_LightColor0.xyz * atten + UNITY_LIGHTMODEL_AMBIENT.rgb);
/// Final Color:
col.rgb = col.rgb + specular0 + cube*col.a;/
return col;
}
ENDCG
}
}
FallBack "Diffuse"
}
//真正运用的时候,还是需要把一些计算放到顶点着色器里,让效率达到最高
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