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)
}
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;
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;
float3 normal : TEXCOORD2;
float3 tangentDir : TEXCOORD3;
float3 bitangentDir : TEXCOORD4;
LIGHTING_COORDS(5,6)
};
v2f vert (VertexInput v) {
v2f o ;
o.pos = UnityObjectToClipPos(v.vertex );
o.uv =TRANSFORM_TEX(v.uv, _MainTex);
o.normal =normalize( UnityObjectToWorldNormal(v.normal));
o.tangentDir = normalize( mul( unity_ObjectToWorld, float4( v.tangent.xyz, 0.0 ) ).xyz );//切线方向
o.bitangentDir = normalize(cross(o.normal, o.tangentDir) * v.tangent.w);//双切线
o.posWorld = mul(unity_ObjectToWorld, v.vertex);
TRANSFER_VERTEX_TO_FRAGMENT(o)
return o;
}
float4 frag(v2f i) : COLOR {
float3 nVert = i.normal;//顶点法线,不支持法线贴图的时候 ,是把这个当做最终法线
float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, nVert);
float3 BumpMap = UnpackNormal(tex2D(_Bump,i.uv));
float3 N = normalize(mul( BumpMap.rgb, tangentTransform )); // 法线贴图 模型法线 切线 相结合,得到最终的法线
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
half3 worldRefl = reflect (-V,N);/
half4 skyData = UNITY_SAMPLE_TEXCUBE(unity_SpecCube0, worldRefl);/
half3 skyColor = DecodeHDR (skyData, unity_SpecCube0_HDR);/
/// 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 * 0.5 + skyColor*col.a*0.5 + specular0 ;/
return col;
}
ENDCG
}
}
FallBack "Diffuse"
}
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