法线贴图 在之前学习过了,我们使用法线贴图在低分辨率的模型上 模拟 高分辨率的效果。
Unity中 通过 UnpackNormal 函数 来使用法线贴图。
之前学习法线贴图的记录
Unity Shaders and Effects Cookbook (2-5) 如何使用法线贴图
这一节讲的是 在Cubemap 上使用法线贴图。模拟凹凸效果。
最终效果如图
一起来做吧。
首先搭建好场景,和上一节一样。
导入法线贴图
创建材质 、Shader 。
复制上一节的 Shader 就行。然后修改成下面的内容。
Shader "CookBookShaders/Chapt4-4/Cubemap_NormalMap"
{
Properties
{
_MainTint("Diffuse Color",Color)=(1,1,1,1)
_MainTex ("Base (RGB)", 2D) = "white" {}
_NormalMap("Normal Map",2D) = "bump"{}
_Cubemap("Cubemap",CUBE)=""{}
_ReflAmount("Reflection Amount",Range(0,1))=0.5
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 200
CGPROGRAM
#pragma surface surf Lambert
float4 _MainTint;
sampler2D _MainTex;
sampler2D _NormalMap;
samplerCUBE _Cubemap;
float _ReflAmount;
struct Input
{
float2 uv_MainTex;
float2 uv_NormalMap;
float3 worldRefl;
INTERNAL_DATA
};
void surf (Input IN, inout SurfaceOutput o)
{
half4 c = tex2D (_MainTex, IN.uv_MainTex);
//从法线贴图中提取法线信息,UnpackNormal这个函数在 CGInclude 文件夹中的Lighting中。
float3 normals=UnpackNormal(tex2D(_NormalMap,IN.uv_NormalMap));
o.Normal=normals;
//上面使用法线贴图中的法线数据 替代了 原来的法线数据。
//法线被修改了,就不能 直接用原来的 内置属性 worldRefl 这个反射向量,而是要通过 WorldReflectionVector(IN,o.Normal)来获取。
//使用WorldReflectionVector 获得 基于法线贴图中的反射向量的 世界反射向量
o.Emission = texCUBE(_Cubemap,WorldReflectionVector(IN,o.Normal)).rgb * _ReflAmount;
o.Albedo = c.rgb * _MainTint;
o.Alpha = c.a;
}
ENDCG
}
FallBack "Diffuse"
}
和上一节的Shader 相比,修改了如下几处:
1、在 Properties 属性块中添加了法线贴图
_NormalMap("Normal Map",2D) = "bump"{}
然后在 SubShader 中添加对应的变量
sampler2D _NormalMap;
2、在 Input 中 添加了 法线贴图的UV,以及一个奇怪的字段 INTERNAL_DATA
struct Input
{
float2 uv_MainTex;
float2 uv_NormalMap;
float3 worldRefl;
INTERNAL_DATA
};
uv_NormalMap 是用来读取 法线贴图数据的。
转自http://blog.csdn.net/huutu http://www.thisisgame.com.cn
INTERNAL_DATA
书上有两点解释
A:通过在Input 中添加 INTERNAL_DATA ,我们就可以访问由法线贴图修改后的表面法线。
这个很奇怪,为什么要添加 INTERNAL_DATA,才可以访问由法线贴图修改后的表面法线?上次学习法线贴图的时候可没有这个东西。
习惯性到 CGIncludes 里面去查找,发现并没有 INTERNAL_DATA 。
在官方文档
http://docs.unity3d.com/Manual/SL-SurfaceShaderExamples.html
找到这一句话
If you want to do reflections that are affected by normal maps, it needs to be slightly more involved: INTERNAL_DATA
needs to be added to the Input structure, and WorldReflectionVector
function used to compute per-pixel reflection vector after you’ve written the Normal output.
就是说计算世界反射向量的时候 使用了法线贴图就要加上 这个。
谷歌一下,发现网友说在 生成的代码中能看出来,然后就查看生成的代码
Shader "CookBookShaders/Chapt4-4/Cubemap_NormalMap"
{
Properties
{
_MainTint("Diffuse Color",Color)=(1,1,1,1)
_MainTex ("Base (RGB)", 2D) = "white" {}
_NormalMap("Normal Map",2D) = "bump"{}
_Cubemap("Cubemap",CUBE)=""{}
_ReflAmount("Reflection Amount",Range(0,1))=0.5
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 200
// ------------------------------------------------------------
// Surface shader code generated out of a CGPROGRAM block:
// ---- forward rendering base pass:
Pass {
Name "FORWARD"
Tags { "LightMode" = "ForwardBase" }
CGPROGRAM
// compile directives
#pragma vertex vert_surf
#pragma fragment frag_surf
#pragma multi_compile_fwdbase
#include "HLSLSupport.cginc"
#include "UnityShaderVariables.cginc"
#define UNITY_PASS_FORWARDBASE
#include "UnityCG.cginc"
#include "Lighting.cginc"
#include "AutoLight.cginc"
#define INTERNAL_DATA half3 TtoW0; half3 TtoW1; half3 TtoW2;
#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.TtoW0,normal), dot(data.TtoW1,normal), dot(data.TtoW2,normal)))
#define WorldNormalVector(data,normal) fixed3(dot(data.TtoW0,normal), dot(data.TtoW1,normal), dot(data.TtoW2,normal))
// Original surface shader snippet:
#line 18 ""
#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING
#endif
//#pragma surface surf Lambert
float4 _MainTint;
sampler2D _MainTex;
sampler2D _NormalMap;
samplerCUBE _Cubemap;
float _ReflAmount;
struct Input
{
float2 uv_MainTex;
float2 uv_NormalMap;
float3 worldRefl;
INTERNAL_DATA
};
void surf (Input IN, inout SurfaceOutput o)
{
half4 c = tex2D (_MainTex, IN.uv_MainTex);
//从法线贴图中提取法线信息,UnpackNormal这个函数在 CGInclude 文件夹中的Lighting中。
float3 normals=UnpackNormal(tex2D(_NormalMap,IN.uv_NormalMap));
o.Normal=normals;
//上面使用法线贴图中的法线数据 替代了 原来的法线数据。
//法线被修改了,就不能 直接用原来的 内置属性 worldRefl 这个反射向量,而是要通过 WorldReflectionVector(IN,o.Normal)来获取。
//使用WorldReflectionVector 获得 基于法线贴图中的反射向量的 世界反射向量
o.Emission = texCUBE(_Cubemap,WorldReflectionVector(IN,o.Normal)).rgb * _ReflAmount;
o.Albedo = c.rgb * _MainTint;
o.Alpha = c.a;
}
// vertex-to-fragment interpolation data
#ifdef LIGHTMAP_OFF
struct v2f_surf {
float4 pos : SV_POSITION;
float4 pack0 : TEXCOORD0;
fixed4 TtoW0 : TEXCOORD1;
fixed4 TtoW1 : TEXCOORD2;
fixed4 TtoW2 : TEXCOORD3;
fixed3 lightDir : TEXCOORD4;
fixed3 vlight : TEXCOORD5;
LIGHTING_COORDS(6,7)
};
#endif
#ifndef LIGHTMAP_OFF
struct v2f_surf {
float4 pos : SV_POSITION;
float4 pack0 : TEXCOORD0;
fixed4 TtoW0 : TEXCOORD1;
fixed4 TtoW1 : TEXCOORD2;
fixed4 TtoW2 : TEXCOORD3;
float2 lmap : TEXCOORD4;
LIGHTING_COORDS(5,6)
};
#endif
#ifndef LIGHTMAP_OFF
float4 unity_LightmapST;
#endif
float4 _MainTex_ST;
float4 _NormalMap_ST;
// vertex shader
v2f_surf vert_surf (appdata_full v) {
v2f_surf o;
o.pos = mul (UNITY_MATRIX_MVP, v.vertex);
o.pack0.xy = TRANSFORM_TEX(v.texcoord, _MainTex);
o.pack0.zw = TRANSFORM_TEX(v.texcoord, _NormalMap);
float3 viewDir = -ObjSpaceViewDir(v.vertex);
float3 worldRefl = mul ((float3x3)_Object2World, viewDir);
TANGENT_SPACE_ROTATION;
o.TtoW0 = float4(mul(rotation, _Object2World[0].xyz), worldRefl.x)*unity_Scale.w;
o.TtoW1 = float4(mul(rotation, _Object2World[1].xyz), worldRefl.y)*unity_Scale.w;
o.TtoW2 = float4(mul(rotation, _Object2World[2].xyz), worldRefl.z)*unity_Scale.w;
#ifndef LIGHTMAP_OFF
o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
#endif
float3 worldN = mul((float3x3)_Object2World, SCALED_NORMAL);
float3 lightDir = mul (rotation, ObjSpaceLightDir(v.vertex));
#ifdef LIGHTMAP_OFF
o.lightDir = lightDir;
#endif
// SH/ambient and vertex lights
#ifdef LIGHTMAP_OFF
float3 shlight = ShadeSH9 (float4(worldN,1.0));
o.vlight = shlight;
#ifdef VERTEXLIGHT_ON
float3 worldPos = mul(_Object2World, v.vertex).xyz;
o.vlight += Shade4PointLights (
unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0,
unity_LightColor[0].rgb, unity_LightColor[1].rgb, unity_LightColor[2].rgb, unity_LightColor[3].rgb,
unity_4LightAtten0, worldPos, worldN );
#endif // VERTEXLIGHT_ON
#endif // LIGHTMAP_OFF
// pass lighting information to pixel shader
TRANSFER_VERTEX_TO_FRAGMENT(o);
return o;
}
#ifndef LIGHTMAP_OFF
sampler2D unity_Lightmap;
#ifndef DIRLIGHTMAP_OFF
sampler2D unity_LightmapInd;
#endif
#endif
// fragment shader
fixed4 frag_surf (v2f_surf IN) : SV_Target {
// prepare and unpack data
#ifdef UNITY_COMPILER_HLSL
Input surfIN = (Input)0;
#else
Input surfIN;
#endif
surfIN.uv_MainTex = IN.pack0.xy;
surfIN.uv_NormalMap = IN.pack0.zw;
surfIN.worldRefl = float3(IN.TtoW0.w, IN.TtoW1.w, IN.TtoW2.w);
surfIN.TtoW0 = IN.TtoW0.xyz;
surfIN.TtoW1 = IN.TtoW1.xyz;
surfIN.TtoW2 = IN.TtoW2.xyz;
#ifdef UNITY_COMPILER_HLSL
SurfaceOutput o = (SurfaceOutput)0;
#else
SurfaceOutput o;
#endif
o.Albedo = 0.0;
o.Emission = 0.0;
o.Specular = 0.0;
o.Alpha = 0.0;
o.Gloss = 0.0;
// call surface function
surf (surfIN, o);
// compute lighting & shadowing factor
fixed atten = LIGHT_ATTENUATION(IN);
fixed4 c = 0;
// realtime lighting: call lighting function
#ifdef LIGHTMAP_OFF
c = LightingLambert (o, IN.lightDir, atten);
#endif // LIGHTMAP_OFF || DIRLIGHTMAP_OFF
#ifdef LIGHTMAP_OFF
c.rgb += o.Albedo * IN.vlight;
#endif // LIGHTMAP_OFF
// lightmaps:
#ifndef LIGHTMAP_OFF
#ifndef DIRLIGHTMAP_OFF
// directional lightmaps
fixed4 lmtex = tex2D(unity_Lightmap, IN.lmap.xy);
fixed4 lmIndTex = tex2D(unity_LightmapInd, IN.lmap.xy);
half3 lm = LightingLambert_DirLightmap(o, lmtex, lmIndTex, 1).rgb;
#else // !DIRLIGHTMAP_OFF
// single lightmap
fixed4 lmtex = tex2D(unity_Lightmap, IN.lmap.xy);
fixed3 lm = DecodeLightmap (lmtex);
#endif // !DIRLIGHTMAP_OFF
// combine lightmaps with realtime shadows
#ifdef SHADOWS_SCREEN
#if defined(UNITY_NO_RGBM)
c.rgb += o.Albedo * min(lm, atten*2);
#else
c.rgb += o.Albedo * max(min(lm,(atten*2)*lmtex.rgb), lm*atten);
#endif
#else // SHADOWS_SCREEN
c.rgb += o.Albedo * lm;
#endif // SHADOWS_SCREEN
c.a = o.Alpha;
#endif // LIGHTMAP_OFF
c.rgb += o.Emission;
return c;
}
ENDCG
}
// ---- forward rendering additive lights pass:
Pass {
Name "FORWARD"
Tags { "LightMode" = "ForwardAdd" }
ZWrite Off Blend One One Fog { Color (0,0,0,0) }
CGPROGRAM
// compile directives
#pragma vertex vert_surf
#pragma fragment frag_surf
#pragma multi_compile_fwdadd
#include "HLSLSupport.cginc"
#include "UnityShaderVariables.cginc"
#define UNITY_PASS_FORWARDADD
#include "UnityCG.cginc"
#include "Lighting.cginc"
#include "AutoLight.cginc"
#define INTERNAL_DATA
#define WorldReflectionVector(data,normal) data.worldRefl
#define WorldNormalVector(data,normal) normal
// Original surface shader snippet:
#line 18 ""
#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING
#endif
//#pragma surface surf Lambert
float4 _MainTint;
sampler2D _MainTex;
sampler2D _NormalMap;
samplerCUBE _Cubemap;
float _ReflAmount;
struct Input
{
float2 uv_MainTex;
float2 uv_NormalMap;
float3 worldRefl;
INTERNAL_DATA
};
void surf (Input IN, inout SurfaceOutput o)
{
half4 c = tex2D (_MainTex, IN.uv_MainTex);
//从法线贴图中提取法线信息,UnpackNormal这个函数在 CGInclude 文件夹中的Lighting中。
float3 normals=UnpackNormal(tex2D(_NormalMap,IN.uv_NormalMap));
o.Normal=normals;
//上面使用法线贴图中的法线数据 替代了 原来的法线数据。
//法线被修改了,就不能 直接用原来的 内置属性 worldRefl 这个反射向量,而是要通过 WorldReflectionVector(IN,o.Normal)来获取。
//使用WorldReflectionVector 获得 基于法线贴图中的反射向量的 世界反射向量
o.Emission = texCUBE(_Cubemap,WorldReflectionVector(IN,o.Normal)).rgb * _ReflAmount;
o.Albedo = c.rgb * _MainTint;
o.Alpha = c.a;
}
// vertex-to-fragment interpolation data
struct v2f_surf {
float4 pos : SV_POSITION;
float4 pack0 : TEXCOORD0;
half3 lightDir : TEXCOORD1;
LIGHTING_COORDS(2,3)
};
float4 _MainTex_ST;
float4 _NormalMap_ST;
// vertex shader
v2f_surf vert_surf (appdata_full v) {
v2f_surf o;
o.pos = mul (UNITY_MATRIX_MVP, v.vertex);
o.pack0.xy = TRANSFORM_TEX(v.texcoord, _MainTex);
o.pack0.zw = TRANSFORM_TEX(v.texcoord, _NormalMap);
TANGENT_SPACE_ROTATION;
float3 lightDir = mul (rotation, ObjSpaceLightDir(v.vertex));
o.lightDir = lightDir;
// pass lighting information to pixel shader
TRANSFER_VERTEX_TO_FRAGMENT(o);
return o;
}
// fragment shader
fixed4 frag_surf (v2f_surf IN) : SV_Target {
// prepare and unpack data
#ifdef UNITY_COMPILER_HLSL
Input surfIN = (Input)0;
#else
Input surfIN;
#endif
surfIN.uv_MainTex = IN.pack0.xy;
surfIN.uv_NormalMap = IN.pack0.zw;
#ifdef UNITY_COMPILER_HLSL
SurfaceOutput o = (SurfaceOutput)0;
#else
SurfaceOutput o;
#endif
o.Albedo = 0.0;
o.Emission = 0.0;
o.Specular = 0.0;
o.Alpha = 0.0;
o.Gloss = 0.0;
// call surface function
surf (surfIN, o);
#ifndef USING_DIRECTIONAL_LIGHT
fixed3 lightDir = normalize(IN.lightDir);
#else
fixed3 lightDir = IN.lightDir;
#endif
fixed4 c = LightingLambert (o, lightDir, LIGHT_ATTENUATION(IN));
c.a = 0.0;
return c;
}
ENDCG
}
// ---- deferred lighting base geometry pass:
Pass {
Name "PREPASS"
Tags { "LightMode" = "PrePassBase" }
Fog {Mode Off}
CGPROGRAM
// compile directives
#pragma vertex vert_surf
#pragma fragment frag_surf
#pragma exclude_renderers flash
#include "HLSLSupport.cginc"
#include "UnityShaderVariables.cginc"
#define UNITY_PASS_PREPASSBASE
#include "UnityCG.cginc"
#include "Lighting.cginc"
#define INTERNAL_DATA
#define WorldReflectionVector(data,normal) data.worldRefl
#define WorldNormalVector(data,normal) normal
// Original surface shader snippet:
#line 18 ""
#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING
#endif
//#pragma surface surf Lambert
float4 _MainTint;
sampler2D _MainTex;
sampler2D _NormalMap;
samplerCUBE _Cubemap;
float _ReflAmount;
struct Input
{
float2 uv_MainTex;
float2 uv_NormalMap;
float3 worldRefl;
INTERNAL_DATA
};
void surf (Input IN, inout SurfaceOutput o)
{
half4 c = tex2D (_MainTex, IN.uv_MainTex);
//从法线贴图中提取法线信息,UnpackNormal这个函数在 CGInclude 文件夹中的Lighting中。
float3 normals=UnpackNormal(tex2D(_NormalMap,IN.uv_NormalMap));
o.Normal=normals;
//上面使用法线贴图中的法线数据 替代了 原来的法线数据。
//法线被修改了,就不能 直接用原来的 内置属性 worldRefl 这个反射向量,而是要通过 WorldReflectionVector(IN,o.Normal)来获取。
//使用WorldReflectionVector 获得 基于法线贴图中的反射向量的 世界反射向量
o.Emission = texCUBE(_Cubemap,WorldReflectionVector(IN,o.Normal)).rgb * _ReflAmount;
o.Albedo = c.rgb * _MainTint;
o.Alpha = c.a;
}
// vertex-to-fragment interpolation data
struct v2f_surf {
float4 pos : SV_POSITION;
float2 pack0 : TEXCOORD0;
float3 TtoW0 : TEXCOORD1;
float3 TtoW1 : TEXCOORD2;
float3 TtoW2 : TEXCOORD3;
};
float4 _NormalMap_ST;
// vertex shader
v2f_surf vert_surf (appdata_full v) {
v2f_surf o;
o.pos = mul (UNITY_MATRIX_MVP, v.vertex);
o.pack0.xy = TRANSFORM_TEX(v.texcoord, _NormalMap);
TANGENT_SPACE_ROTATION;
o.TtoW0 = mul(rotation, ((float3x3)_Object2World)[0].xyz)*unity_Scale.w;
o.TtoW1 = mul(rotation, ((float3x3)_Object2World)[1].xyz)*unity_Scale.w;
o.TtoW2 = mul(rotation, ((float3x3)_Object2World)[2].xyz)*unity_Scale.w;
return o;
}
// fragment shader
fixed4 frag_surf (v2f_surf IN) : SV_Target {
// prepare and unpack data
#ifdef UNITY_COMPILER_HLSL
Input surfIN = (Input)0;
#else
Input surfIN;
#endif
surfIN.uv_NormalMap = IN.pack0.xy;
#ifdef UNITY_COMPILER_HLSL
SurfaceOutput o = (SurfaceOutput)0;
#else
SurfaceOutput o;
#endif
o.Albedo = 0.0;
o.Emission = 0.0;
o.Specular = 0.0;
o.Alpha = 0.0;
o.Gloss = 0.0;
// call surface function
surf (surfIN, o);
fixed3 worldN;
worldN.x = dot(IN.TtoW0, o.Normal);
worldN.y = dot(IN.TtoW1, o.Normal);
worldN.z = dot(IN.TtoW2, o.Normal);
o.Normal = worldN;
// output normal and specular
fixed4 res;
res.rgb = o.Normal * 0.5 + 0.5;
res.a = o.Specular;
return res;
}
ENDCG
}
// ---- deferred lighting final pass:
Pass {
Name "PREPASS"
Tags { "LightMode" = "PrePassFinal" }
ZWrite Off
CGPROGRAM
// compile directives
#pragma vertex vert_surf
#pragma fragment frag_surf
#pragma multi_compile_prepassfinal
#pragma exclude_renderers flash
#include "HLSLSupport.cginc"
#include "UnityShaderVariables.cginc"
#define UNITY_PASS_PREPASSFINAL
#include "UnityCG.cginc"
#include "Lighting.cginc"
#define INTERNAL_DATA half3 TtoW0; half3 TtoW1; half3 TtoW2;
#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.TtoW0,normal), dot(data.TtoW1,normal), dot(data.TtoW2,normal)))
#define WorldNormalVector(data,normal) fixed3(dot(data.TtoW0,normal), dot(data.TtoW1,normal), dot(data.TtoW2,normal))
// Original surface shader snippet:
#line 18 ""
#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING
#endif
//#pragma surface surf Lambert
float4 _MainTint;
sampler2D _MainTex;
sampler2D _NormalMap;
samplerCUBE _Cubemap;
float _ReflAmount;
struct Input
{
float2 uv_MainTex;
float2 uv_NormalMap;
float3 worldRefl;
INTERNAL_DATA
};
void surf (Input IN, inout SurfaceOutput o)
{
half4 c = tex2D (_MainTex, IN.uv_MainTex);
//从法线贴图中提取法线信息,UnpackNormal这个函数在 CGInclude 文件夹中的Lighting中。
float3 normals=UnpackNormal(tex2D(_NormalMap,IN.uv_NormalMap));
o.Normal=normals;
//上面使用法线贴图中的法线数据 替代了 原来的法线数据。
//法线被修改了,就不能 直接用原来的 内置属性 worldRefl 这个反射向量,而是要通过 WorldReflectionVector(IN,o.Normal)来获取。
//使用WorldReflectionVector 获得 基于法线贴图中的反射向量的 世界反射向量
o.Emission = texCUBE(_Cubemap,WorldReflectionVector(IN,o.Normal)).rgb * _ReflAmount;
o.Albedo = c.rgb * _MainTint;
o.Alpha = c.a;
}
// vertex-to-fragment interpolation data
struct v2f_surf {
float4 pos : SV_POSITION;
float4 pack0 : TEXCOORD0;
float4 screen : TEXCOORD1;
fixed4 TtoW0 : TEXCOORD2;
fixed4 TtoW1 : TEXCOORD3;
fixed4 TtoW2 : TEXCOORD4;
#ifdef LIGHTMAP_OFF
float3 vlight : TEXCOORD5;
#else
float2 lmap : TEXCOORD5;
#ifdef DIRLIGHTMAP_OFF
float4 lmapFadePos : TEXCOORD6;
#endif
#endif
};
#ifndef LIGHTMAP_OFF
float4 unity_LightmapST;
#endif
float4 _MainTex_ST;
float4 _NormalMap_ST;
// vertex shader
v2f_surf vert_surf (appdata_full v) {
v2f_surf o;
o.pos = mul (UNITY_MATRIX_MVP, v.vertex);
o.pack0.xy = TRANSFORM_TEX(v.texcoord, _MainTex);
o.pack0.zw = TRANSFORM_TEX(v.texcoord, _NormalMap);
float3 viewDir = -ObjSpaceViewDir(v.vertex);
float3 worldRefl = mul ((float3x3)_Object2World, viewDir);
TANGENT_SPACE_ROTATION;
o.TtoW0 = float4(mul(rotation, _Object2World[0].xyz), worldRefl.x)*unity_Scale.w;
o.TtoW1 = float4(mul(rotation, _Object2World[1].xyz), worldRefl.y)*unity_Scale.w;
o.TtoW2 = float4(mul(rotation, _Object2World[2].xyz), worldRefl.z)*unity_Scale.w;
o.screen = ComputeScreenPos (o.pos);
#ifndef LIGHTMAP_OFF
o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
#ifdef DIRLIGHTMAP_OFF
o.lmapFadePos.xyz = (mul(_Object2World, v.vertex).xyz - unity_ShadowFadeCenterAndType.xyz) * unity_ShadowFadeCenterAndType.w;
o.lmapFadePos.w = (-mul(UNITY_MATRIX_MV, v.vertex).z) * (1.0 - unity_ShadowFadeCenterAndType.w);
#endif
#else
float3 worldN = mul((float3x3)_Object2World, SCALED_NORMAL);
o.vlight = ShadeSH9 (float4(worldN,1.0));
#endif
return o;
}
sampler2D _LightBuffer;
#if defined (SHADER_API_XBOX360) && defined (HDR_LIGHT_PREPASS_ON)
sampler2D _LightSpecBuffer;
#endif
#ifndef LIGHTMAP_OFF
sampler2D unity_Lightmap;
sampler2D unity_LightmapInd;
float4 unity_LightmapFade;
#endif
fixed4 unity_Ambient;
// fragment shader
fixed4 frag_surf (v2f_surf IN) : SV_Target {
// prepare and unpack data
#ifdef UNITY_COMPILER_HLSL
Input surfIN = (Input)0;
#else
Input surfIN;
#endif
surfIN.uv_MainTex = IN.pack0.xy;
surfIN.uv_NormalMap = IN.pack0.zw;
surfIN.worldRefl = float3(IN.TtoW0.w, IN.TtoW1.w, IN.TtoW2.w);
surfIN.TtoW0 = IN.TtoW0.xyz;
surfIN.TtoW1 = IN.TtoW1.xyz;
surfIN.TtoW2 = IN.TtoW2.xyz;
#ifdef UNITY_COMPILER_HLSL
SurfaceOutput o = (SurfaceOutput)0;
#else
SurfaceOutput o;
#endif
o.Albedo = 0.0;
o.Emission = 0.0;
o.Specular = 0.0;
o.Alpha = 0.0;
o.Gloss = 0.0;
// call surface function
surf (surfIN, o);
half4 light = tex2Dproj (_LightBuffer, UNITY_PROJ_COORD(IN.screen));
#if defined (SHADER_API_MOBILE)
light = max(light, half4(0.001));
#endif
#ifndef HDR_LIGHT_PREPASS_ON
light = -log2(light);
#endif
#if defined (SHADER_API_XBOX360) && defined (HDR_LIGHT_PREPASS_ON)
light.w = tex2Dproj (_LightSpecBuffer, UNITY_PROJ_COORD(IN.screen)).r;
#endif
// add lighting from lightmaps / vertex / ambient:
#ifndef LIGHTMAP_OFF
#ifdef DIRLIGHTMAP_OFF
// dual lightmaps
fixed4 lmtex = tex2D(unity_Lightmap, IN.lmap.xy);
fixed4 lmtex2 = tex2D(unity_LightmapInd, IN.lmap.xy);
half lmFade = length (IN.lmapFadePos) * unity_LightmapFade.z + unity_LightmapFade.w;
half3 lmFull = DecodeLightmap (lmtex);
half3 lmIndirect = DecodeLightmap (lmtex2);
half3 lm = lerp (lmIndirect, lmFull, saturate(lmFade));
light.rgb += lm;
#else
// directional lightmaps
fixed4 lmtex = tex2D(unity_Lightmap, IN.lmap.xy);
fixed4 lmIndTex = tex2D(unity_LightmapInd, IN.lmap.xy);
half4 lm = LightingLambert_DirLightmap(o, lmtex, lmIndTex, 1);
light += lm;
#endif
#else
light.rgb += IN.vlight;
#endif
half4 c = LightingLambert_PrePass (o, light);
c.rgb += o.Emission;
return c;
}
ENDCG
}
// ---- end of surface shader generated code
#LINE 64
}
FallBack "Diffuse"
}
果然,原来 INTERNAL_DATA 就是一个宏……
而且会发现在生成的代码中不止一个 INTERNAL_DATA。这是因为生成的代码中有多个PASS
forward rendering additive lights pass:
deferred lighting base geometry pass:
deferred lighting final pass:
forward rendering base pass:
每个PASS 都有一个,所以有好几个。
那么,不使用 INTERNAL_DATA,而是直接使用 具体的内容,可以吗?来试一下。
首先,从Shader 中删掉 INTERNAL_DATA。
Unity 报了以下错误
Shader error in 'CookBookShaders/Chapt4-4/Cubemap_NormalMap': invalid subscript 'TtoW0' at line 59
是这一行的错
o.Emission = texCUBE(_Cubemap,WorldReflectionVector(IN,o.Normal)).rgb * _ReflAmount;
因为从上面 Shader 编译后的代码看到,WorldReflectionVector 也是一个宏
#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.TtoW0,normal), dot(data.TtoW1,normal), dot(data.TtoW2,normal)))
其实就是说,在WorldReflectionVector 这个函数里找不到 TtoW0 这个参数了。
然后,在 Input 结构体中添加 INTERNAL_DATA 的具体内容看看
struct Input
{
float2 uv_MainTex;
float2 uv_NormalMap;
float3 worldRefl;
half3 TtoW0; half3 TtoW1; half3 TtoW2;
};
法线 Shader 已经正常工作啦
B:在Input 中 添加 float3 worldRefl 和 INTERNAL_DATA ,给o.Normal 赋值的话,就可以 用 WorldReflectionVector(IN,o.Normal) 获取到 法线贴图 计算后的 反射向量。
原文是这样写的
在Input 结构体中还有更多的内置函数,其中一部分如下:
float3 viewDir :
Will contain view direction, for computing Parallax effects, rimlighting, and so on.
float4 COLOR :
Will contain interpolated per-vertex color.
float4 screenPos:
Will contain screen-space position for reflection effects. Used by WetStreet shader in Dark Unity, for example.
float3 worldPos :
Will contain world space position.
float3 worldRefl :
Will contain world reflection vector if Surface Shader does not write to o.Normal. See Reflect-Diffuse shader for example.
float3 worldNormal :
Will contain world normal vector if Surface Shader does not write to o.Normal.
float3 worldRef;INTERNAL_DATA:
Will contain world reflection vector if Surface Shader writes to o.Normal. To get the reflection vector based on per-pixel normal map, use WorldReflectionVector (IN,o.Normal). See Reflect-Bumped shader for example.
float3 worldNormal;INTERNAL_DATA:
Will contain world normal vector if Surface Shader writes to o.Normal. To get the normal vector based on per-pixel normal map, use WorldNormalVector (IN, o.Normal).
3、在 surf 函数中 添加了 读取 法线贴图的代码
//从法线贴图中提取法线信息,UnpackNormal这个函数在 CGInclude 文件夹中的Lighting中。
float3 normals=UnpackNormal(tex2D(_NormalMap,IN.uv_NormalMap));
4、上一节中直接使用 Input 中的 worldRefl 这个反射向量来获取立方图 采样。这一次需要使用上面说的 WorldReflectionVector 来计算世界反射向量。
//使用WorldReflectionVector 获得 基于法线贴图中的反射向量的 世界反射向量
o.Emission = texCUBE(_Cubemap,WorldReflectionVector(IN,o.Normal)).rgb * _ReflAmount;
示例项目打包下载:
http://pan.baidu.com/s/1c1TcSgS