单张纹理
Shader "Custom/SingleTexture"
{
Properties
{
_Color("Color Tint" , Color) = (1,1,1,1)
_MainTex("Main Tex",2D) = "white" { }
_Specular("Specular" , Color) = (1,1,1,1)
_Gloss("Gloss" , Range(8.0,256)) = 20
}
SubShader
{
Pass
{
Tags { "LightMode" = "ForwardBase" }
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "Lighting.cginc"
fixed4 _Color;
sampler2D _MainTex;
fixed4 _MainTex_ST;
fixed4 _Specular;
float _Gloss;
struct a2v
{
float4 vertex : POSITION;
float3 normal : NORMAL;
float4 texcoord : TEXCOORD0;
};
struct v2f
{
float4 pos : SV_POSITION;
float3 worldNormal : TEXCOORD0;
float3 worldPos : TEXCOORD1;
float2 uv : TEXCOORD2;
};
v2f vert(a2v v)
{
v2f o;
o.pos = UnityObjectToClipPos( v.vertex);
o.worldNormal = UnityObjectToWorldNormal(v.normal);
o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
//o.uv = v.texcoord.xy * _MainTex_ST.xy + _MainTex_ST.zw;
o.uv = TRANSFORM_TEX(v.texcoord , _MainTex);
return o;
}
fixed4 frag(v2f i) : SV_Target
{
fixed3 worldNormal = normalize(i.worldNormal);
fixed3 worldLightDir = normalize( UnityWorldSpaceLightDir(i.worldPos));
fixed3 albedo = tex2D(_MainTex, i.uv).rgb * _Color.rgb;
fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz * albedo;
fixed3 diffuse = _LightColor0.rgb * albedo * max(0, dot(worldNormal, worldLightDir));
fixed3 viewDir = normalize(UnityWorldSpaceViewDir(i.worldPos));
fixed3 halfDir = normalize(worldLightDir + viewDir);
fixed3 specular = _LightColor0.rgb * _Specular.rgb * pow(max(0 , dot(worldNormal , halfDir)), _Gloss);
return fixed4(ambient + diffuse + specular , 1.0);
}
ENDCG
}
}
FallBack "Diffuse"
}
与其他属性不同的是,如果为纹理类型的属性声明了一个sampler2D 类型的变量,那么还需要额外声明一个float4类型的变量且名字必须为纹理名_ST
在进行顶点变换时,有两种方式:
//o.uv = v.texcoord.xy * _MainTex_ST.xy + _MainTex_ST.zw;
o.uv = TRANSFORM_TEX(v.texcoord , _MainTex);
两个参数分别为顶点纹理坐标和纹理名
纹理属性的相关知识:
凹凸映射
凹凸映射的两种主要方法:高度映射和法线纹理
高度纹理:
高度图:存储模型表面凹凸程度的图,颜色越浅该位置的表面越向外凸起,颜色越深该位置的表面越向里凹
法线纹理:
法线纹理中存储的是表面的法线方向,但是由于法线方向的分量范围是[-1, 1] ,而像素的分量范围是[0, 1],那么需要做一个映射,
同时,做完纹理采样后,需要做一次反向得映射,得到原先得法线方向
法线纹理中存储的法线的方向的坐标空间有两种:模型空间的法线纹理和切线空间的法线纹理
两种纹理方式得使用得优点:
在切线空间下计算:
Shader "Custom/NormalMapTangentSpace"
{
Properties
{
_Color("Color Tint" , Color) = (1,1,1,1)
_MainTex("Main Tex",2D) = "white" { }
_BumpMap("Normal Map" , 2D) = "bump" {}
_BumpScale("Bump Scale", Float) = 1.0
_Specular("Specular" , Color) = (1,1,1,1)
_Gloss("Gloss" , Range(8.0,256)) = 20
}
SubShader
{
Pass
{
Tags { "LightMode" = "ForwardBase" }
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "Lighting.cginc"
fixed4 _Color;
sampler2D _MainTex;
float4 _MainTex_ST;
sampler2D _BumpMap;
float4 _BumpMap_ST;
float _BumpScale;
fixed4 _Specular;
float _Gloss;
struct a2v
{
float4 vertex : POSITION;
float3 normal : NORMAL;
float4 tangent : TANGENT;
float4 texcoord : TEXCOORD0;
};
struct v2f
{
float4 pos : SV_POSITION;
float4 uv : TEXCOORD0;
float3 lightDir : TEXCOORD1;
float3 viewDir : TEXCOORD2;
};
v2f vert(a2v v)
{
v2f o;
o.pos = UnityObjectToClipPos( v.vertex);
o.uv.xy = v.texcoord.xy * _MainTex_ST.xy + _MainTex_ST.zw;
o.uv.zw = v.texcoord.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
float3 binormal = cross(normalize(v.normal),normalize(v.tangent.xyz))*v.tangent.w;
float3x3 rotation = float3x3(v.tangent.xyz,binormal,v.normal);
//TANGENT_SPACE_ROTATION;
o.lightDir = mul(rotation , ObjSpaceLightDir(v.vertex)).xyz;
o.viewDir = mul(rotation , ObjSpaceViewDir(v.vertex)).xyz;
return o;
}
fixed4 frag(v2f i) : SV_Target
{
fixed3 tangentLightDir = normalize(i.lightDir);
fixed3 tangentViewDir = normalize( i.viewDir);
fixed4 packedNormal = tex2D(_BumpMap , i.uv.zw);
fixed3 tangentNormal;
tangentNormal = UnpackNormal(packedNormal);
tangentNormal.xy*=_BumpScale;
tangentNormal.z = sqrt(1.0-saturate(dot(tangentNormal.xy,tangentNormal.xy)));
fixed3 albedo = tex2D(_MainTex, i.uv).rgb * _Color.rgb;
fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz * albedo;
fixed3 diffuse = _LightColor0.rgb * albedo * max(0, dot(tangentNormal, tangentLightDir));
fixed3 halfDir = normalize(tangentLightDir + tangentViewDir);
fixed3 specular = _LightColor0.rgb * _Specular.rgb * pow(max(0 , dot(tangentNormal , halfDir)), _Gloss);
return fixed4(ambient + diffuse + specular , 1.0);
}
ENDCG
}
}
FallBack "Diffuse"
}
在世界空间下计算:
Shader "Custom/NormalMapWorldSpace"
{
Properties
{
_Color("Color Tint" , Color) = (1,1,1,1)
_MainTex("Main Tex",2D) = "white" { }
_BumpMap("Normal Map" , 2D) = "bump" {}
_BumpScale("Bump Scale", Float) = 1.0
_Specular("Specular" , Color) = (1,1,1,1)
_Gloss("Gloss" , Range(8.0,256)) = 20
}
SubShader
{
Pass
{
Tags { "LightMode" = "ForwardBase" }
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "Lighting.cginc"
#include "UnityCG.cginc"
fixed4 _Color;
sampler2D _MainTex;
float4 _MainTex_ST;
sampler2D _BumpMap;
float4 _BumpMap_ST;
float _BumpScale;
fixed4 _Specular;
float _Gloss;
struct a2v
{
float4 vertex : POSITION;
float3 normal : NORMAL;
float4 tangent : TANGENT;
float4 texcoord : TEXCOORD0;
};
struct v2f
{
float4 pos : SV_POSITION;
float4 uv : TEXCOORD0;
float4 TtoW0 : TEXCOORD1;
float4 TtoW1 : TEXCOORD2;
float4 TtoW2 : TEXCOORD3;
};
v2f vert(a2v v)
{
v2f o;
o.pos = UnityObjectToClipPos( v.vertex);
o.uv.xy = v.texcoord.xy * _MainTex_ST.xy + _MainTex_ST.zw;
o.uv.zw = v.texcoord.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
float3 worldPos = mul(unity_ObjectToWorld , v.vertex).xyz;
float3 worldNormal = UnityObjectToWorldNormal(v.normal);
float3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);
float3 worldBinormal = cross(worldNormal , worldTangent) * v.tangent.w;
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
{
float3 worldPos = float3(i.TtoW0.w,i.TtoW1.w,i.TtoW2.w);
fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));
fixed3 viewDir = normalize(UnityWorldSpaceViewDir(worldPos));
fixed3 bump = UnpackNormal (tex2D(_BumpMap , i.uv.zw));
bump.xy *= _BumpScale;
bump.z = sqrt(1.0 - saturate(dot(bump.xy , bump.xy)));
bump = normalize (half3(dot(i.TtoW0.xyz , bump) ,dot(i.TtoW1.xyz , bump) ,dot(i.TtoW2.xyz , bump)));
fixed3 albedo = tex2D(_MainTex, i.uv).rgb * _Color.rgb;
fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz * albedo;
fixed3 diffuse = _LightColor0.rgb * albedo * max(0, dot(bump, lightDir));
fixed3 halfDir = normalize(lightDir + viewDir);
fixed3 specular = _LightColor0.rgb * _Specular.rgb * pow(max(0 , dot(bump , halfDir)), _Gloss);
return fixed4(ambient + diffuse + specular , 1.0);
}
ENDCG
}
}
FallBack "Diffuse"
}
渐变纹理
Shader "Custom/Ramp"
{
Properties
{
_Color ("Color Tint", Color) = (1,1,1,1)
_RampTex ("RampTex", 2D) = "white" {}
_Specular ("Specular", Color) = (1,1,1,1)
_Gloss ("Gloss", Range(8.0,256)) = 20
}
SubShader
{
Pass
{
Tags { "LightMode" = "ForwardBase" }
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "Lighting.cginc"
fixed4 _Color;
sampler2D _RampTex;
float4 _RampTex_ST;
fixed4 _Specular;
float _Gloss;
struct a2f
{
float4 vertex : POSITION;
float3 normal : NORMAL;
float4 texcoord : TEXCOORD0;
};
struct v2f
{
float4 pos : SV_POSITION;
float3 worldNormal : TEXCOORD0;
float3 worldPos : TEXCOORD1;
float2 uv : TEXCOORD2;
};
v2f vert(a2f v)
{
v2f o;
o.pos = UnityObjectToClipPos( v.vertex);
o.worldNormal = UnityObjectToWorldNormal (v.normal);
o.worldPos = mul (unity_ObjectToWorld, v.vertex).xyz;
o.uv = TRANSFORM_TEX(v.texcoord , _RampTex);
return o;
}
fixed4 frag(v2f i) : SV_Target
{
fixed3 worldNormal = normalize(i.worldNormal);
fixed3 worldLightDir = normalize (UnityWorldSpaceLightDir(i.worldPos));
fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz;
fixed halfLambert = 0.5 * dot(worldNormal , worldLightDir)+0.5;
fixed3 diffuseColor = tex2D(_RampTex, fixed2(halfLambert, halfLambert)).rgb * _Color.rgb;
fixed3 diffuse = _LightColor0.rgb * diffuseColor;
fixed3 viewDir = normalize (UnityWorldSpaceViewDir(i.worldPos));
fixed3 halfDir = normalize (worldLightDir + viewDir);
fixed3 specular = _LightColor0.rgb * _Specular.rgb * pow(max(0 , dot(worldNormal, halfDir)), _Gloss);
return fixed4(ambient + diffuse + specular , 1.0);
}
ENDCG
}
}
FallBack "Diffuse"
}
遮罩纹理
Shader "Custom/Mask"
{
Properties
{
_Color("Color Tint" , Color) = (1,1,1,1)
_MainTex("Main Tex",2D) = "white" { }
_BumpMap("Normal Map" , 2D) = "bump" {}
_BumpScale("Bump Scale", Float) = 1.0
_SpecularMask("Specular Mask" , 2D) = "white" {}
_SpecularScale("Specular Scale" , Float) = 1.0
_Specular("Specular" , Color) = (1,1,1,1)
_Gloss("Gloss" , Range(8.0,256)) = 20
}
SubShader
{
Pass
{
Tags { "LightMode" = "ForwardBase" }
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "Lighting.cginc"
fixed4 _Color;
sampler2D _MainTex;
float4 _MainTex_ST;
sampler2D _BumpMap;
float _BumpScale;
sampler2D _SpecularMask;
float _SpecularScale;
fixed4 _Specular;
float _Gloss;
struct a2v
{
float4 vertex : POSITION;
float3 normal : NORMAL;
float4 tangent : TANGENT;
float4 texcoord : TEXCOORD0;
};
struct v2f
{
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
float3 lightDir : TEXCOORD1;
float3 viewDir : TEXCOORD2;
};
v2f vert(a2v v)
{
v2f o;
o.pos = UnityObjectToClipPos( v.vertex);
o.uv.xy = v.texcoord.xy * _MainTex_ST.xy + _MainTex_ST.zw;
TANGENT_SPACE_ROTATION;
o.lightDir = mul(rotation , ObjSpaceLightDir(v.vertex)).xyz;
o.viewDir = mul(rotation , ObjSpaceViewDir(v.vertex)).xyz;
return o;
}
fixed4 frag(v2f i) : SV_Target
{
fixed3 tangentLightDir = normalize(i.lightDir);
fixed3 tangentViewDir = normalize( i.viewDir);
fixed3 tangentNormal = UnpackNormal(tex2D(_BumpMap,i.uv));
tangentNormal.xy*=_BumpScale;
tangentNormal.z = sqrt(1.0-saturate(dot(tangentNormal.xy,tangentNormal.xy)));
fixed3 albedo = tex2D(_MainTex, i.uv).rgb * _Color.rgb;
fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz * albedo;
fixed3 diffuse = _LightColor0.rgb * albedo * max(0, dot(tangentNormal, tangentLightDir));
fixed3 halfDir = normalize(tangentLightDir + tangentViewDir);
fixed specularMask = tex2D(_SpecularMask , i.uv).r * _SpecularScale;
fixed3 specular = _LightColor0.rgb * _Specular.rgb * pow(max(0 , dot(tangentNormal , halfDir)), _Gloss) * specularMask;
return fixed4(ambient + diffuse + specular , 1.0);
}
ENDCG
}
}
FallBack "Diffuse"
}