Built-in转URP Chapter7(4)-NormalMap-世界空间处理

话不多说,直接上代码,具体区别我后边会补充上,

暂时委屈各位,先锻炼下自己的“找不同”的能力,哈哈:

Built-CG写法:

Shader "Unity Shaders Book/Chapter 7/Normal Map In World Space" {
	Properties {
		_Color("Color", Color) = (1, 1, 1, 1)
		_Specular("Specular", Color) = (1, 1, 1, 1)
		_MainTex("Main Tex", 2D) = "white"{}
		_BumpMap("Bump Map", 2D) = "white"{}
		_Gloss("Gloss", Range(10, 256)) = 20
		_BumpScale("BumpScale", Range(-2, 2)) = 0
	}

	SubShader {
		Pass {
			Tags {
				"LightMode"="ForwardBase"
			}

			CGPROGRAM
			#pragma vertex vert
			#pragma fragment frag

			#include "UnityCG.cginc"
			#include "Lighting.cginc"


			fixed4 _Color;
			fixed4 _Specular;
			sampler2D _MainTex;
			float4 _MainTex_ST;
			sampler2D _BumpMap;
			float4 _BumpMap_ST;
			float _Gloss;
			float _BumpScale;

			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 data) {
				v2f v;
				v.pos = UnityObjectToClipPos(data.vertex);
				v.uv.xy = data.texcoord.xy * _MainTex_ST.xy + _MainTex_ST.zw;
				v.uv.zw = data.texcoord.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;

				float4 worldPos = mul(unity_ObjectToWorld, data.vertex);
				float3 worldNormal = UnityObjectToWorldNormal(data.normal);
				float3 worldTangent = UnityObjectToWorldDir(data.tangent.xyz);
				float3 worldBinormal = cross(worldNormal, worldTangent) * data.tangent.w;

				// worldTangent、worldBinormal、worldNormal为世界坐标系下的表示
				// 按列摆放组成的矩阵即为 切线空间->世界空间 的矩阵
				v.TtoW0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);
				v.TtoW1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);
				v.TtoW2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);

				return v;
			}

			fixed4 frag(v2f v) : SV_Target {
				float3 worldPos = float3(v.TtoW0.w, v.TtoW1.w, v.TtoW2.w);
				fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));
				fixed3 viewDir = normalize(UnityWorldSpaceViewDir(worldPos));

				
				fixed3 bump = UnpackNormal(tex2D(_BumpMap, v.uv.zw));
				bump.xy *= _BumpScale;
				bump.z = sqrt(1 - saturate(dot(bump.xy, bump.xy)));
				bump = normalize(half3(dot(v.TtoW0.xyz, bump), dot(v.TtoW1.xyz, bump), dot(v.TtoW2.xyz, bump)));

				fixed3 albedo = tex2D(_MainTex, v.uv.xy).rgb * _Color.rgb;

				// 环境光
				fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz * albedo;

				// 漫反射
				fixed3 diffuse = _LightColor0.rgb * albedo * saturate(dot(bump, lightDir));

				// 高光
				fixed3 halfDir = normalize(lightDir + viewDir);
				fixed3 specular = _LightColor0.rgb * _Specular.rgb * pow(saturate(dot(halfDir, bump)), _Gloss);

				return fixed4(ambient + diffuse + specular, 1);
			}
			ENDCG
		}
	}

	FallBack "Specular"
}

URP+HLSL写法:

Shader "Unity Shaders Book/Chapter 7/Normal Map In World Space" {
	Properties {
		_Color("Color", Color) = (1, 1, 1, 1)
		_Specular("Specular", Color) = (1, 1, 1, 1)
		_MainTex("Main Tex", 2D) = "white"{}
		_BumpMap("Bump Map", 2D) = "white"{}
		_Gloss("Gloss", Range(10, 256)) = 20
		_BumpScale("BumpScale", Range(-2, 2)) = 0
	}

	SubShader {
		Pass {
			Tags {
				"RenderPipeline"="UniversalPipeline"
			}
			Tags {
				"LightMode"="UniversalForward"
			}

			HLSLPROGRAM
			#pragma vertex vert
			#pragma fragment frag

			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"

			half4 _Color;
			half4 _Specular;
			float4 _MainTex_ST;
			float4 _BumpMap_ST;
			float _Gloss;
			float _BumpScale;
		
			TEXTURE2D(_MainTex);
			SAMPLER(sampler_MainTex);

			TEXTURE2D(_BumpMap);
			SAMPLER(sampler_BumpMap);

			struct a2v {
				float4 vertex : POSITION;
				half3 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 data) {
				v2f v;
				v.pos = TransformObjectToHClip(data.vertex.xyz);
				v.uv.xy = data.texcoord.xy * _MainTex_ST.xy + _MainTex_ST.zw;
				v.uv.zw = data.texcoord.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;

				float3 worldPos = mul(UNITY_MATRIX_M, data.vertex).xyz;
				float3 worldNormal = TransformObjectToWorldNormal(data.normal);
				float3 worldTangent = TransformObjectToWorldDir(data.tangent.xyz);
				float3 worldBinormal = cross(worldNormal, worldTangent) * data.tangent.w;

				// worldTangent、worldBinormal、worldNormal为世界坐标系下的表示
				// 按列摆放组成的矩阵即为 切线空间->世界空间 的矩阵
				v.TtoW0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);
				v.TtoW1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);
				v.TtoW2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);

				return v;
			}

			half4 frag(v2f v) : SV_Target {
				float3 worldPos = float3(v.TtoW0.w, v.TtoW1.w, v.TtoW2.w);
				half3 lightDir = normalize(_MainLightPosition.xyz);
				half3 viewDir = normalize(_WorldSpaceCameraPos.xyz - worldPos);

				
				half3 bump = UnpackNormal(SAMPLE_TEXTURE2D(_BumpMap, sampler_BumpMap, v.uv.zw));
				bump.xy *= _BumpScale;
				bump.z = sqrt(1 - saturate(dot(bump.xy, bump.xy)));
				bump = normalize(half3(dot(v.TtoW0.xyz, bump), dot(v.TtoW1.xyz, bump), dot(v.TtoW2.xyz, bump)));

				half3 albedo = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, v.uv.xy).rgb * _Color.rgb;

				// 环境光
				half3 ambient = half3(unity_SHAr.w, unity_SHAg.w, unity_SHAb.w) * albedo;

				// 漫反射
				half3 diffuse = _MainLightColor.rgb * albedo * saturate(dot(bump, lightDir));

				// 高光
				half3 halfDir = normalize(lightDir + viewDir);
				half3 specular = _MainLightColor.rgb * _Specular.rgb * pow(saturate(dot(halfDir, bump)), _Gloss);

				return half4(ambient + diffuse + specular, 1);
			}
			ENDHLSL
		}
	}

	FallBack "Universal Render Pipeline/Simple Lit"
}

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