使用场景:只使用lightmap,不考虑实时光照。
首先我们来看一下shader的定义。
// Unlit shader. Simplest possible textured shader.
// - SUPPORTS lightmap
// - no lighting
// - no per-material color
Shader "MADFINGER/Environment/Unlit (Supports Lightmap)" {
Properties {
_MainTex ("Base (RGB)", 2D) = "white" {}
_Color ("HACK: temporary to fix lightmap bouncing light (will be fixed in RC1)", Color) = (1,1,1,1)
}
SubShader {
Tags { "RenderType"="Opaque" }
LOD 100
// Non-lightmapped
Pass {
Tags { "LightMode" = "Vertex" }
Lighting Off
SetTexture [_MainTex] { combine texture }
}
// Lightmapped, encoded as dLDR
Pass {
Tags { "LightMode" = "VertexLM" }
Lighting Off
BindChannels {
Bind "Vertex", vertex
Bind "texcoord1", texcoord0 // lightmap uses 2nd uv
Bind "texcoord", texcoord1 // main uses 1st uv
}
SetTexture [unity_Lightmap] {
matrix [unity_LightmapMatrix]
combine texture
}
SetTexture [_MainTex] {
combine texture * previous DOUBLE, texture * primary
}
}
// Lightmapped, encoded as RGBM
Pass {
Tags { "LightMode" = "VertexLMRGBM" }
Lighting Off
BindChannels {
Bind "Vertex", vertex
Bind "texcoord1", texcoord0 // lightmap uses 2nd uv
Bind "texcoord", texcoord1 // main uses 1st uv
}
SetTexture [unity_Lightmap] {
matrix [unity_LightmapMatrix]
combine texture * texture alpha DOUBLE
}
SetTexture [_MainTex] {
combine texture * previous QUAD, texture * primary
}
}
}
}
其实这里比较难理解的是这里的LightMode,对照官方文档
Since vertex lighting is most often used on platforms that do not support programmable shaders, Unity can’t create multiple shader permutations internally to handle lightmapped vs. non-lightmapped cases. So to handle lightmapped and non-lightmapped objects, multiple passes have to be written explicitly.
-
Vertex
pass is used for non-lightmapped objects. All lights are rendered at once, using a fixed function OpenGL/Direct3D lighting model (Blinn-Phong) -
VertexLMRGBM
pass is used for lightmapped objects, when lightmaps are RGBM encoded (this happens on most desktops and consoles). No realtime lighting is applied; pass is expected to combine textures with a lightmap. -
VertexLMM
pass is used for lightmapped objects, when lightmaps are double-LDR encoded (this happens on mobiles and old desktops). No realtime lighting is applied; pass is expected to combine textures with a lightmap. -
// Decodes lightmaps:
// - doubleLDR encoded on GLES
// - RGBM encoded with range [0;8] on other platforms using surface shaders
inline fixed3 DecodeLightmap( fixed4 color )
{
#if defined(SHADER_API_GLES) && defined(SHADER_API_MOBILE)
return 2.0 * color.rgb;
#else
// potentially faster to do the scalar multiplication
// in parenthesis for scalar GPUs
return (8.0 * color.a) * color.rgb;
#endif
}
参考:
http://docs.unity3d.com/Manual/SL-RenderPipeline.html
http://docs.unity3d.com/Manual/SL-PassTags.html
http://docs.unity3d.com/Manual/RenderingPaths.html