Unity Shader总结(五)——基础纹理

单张纹理

实践

Shader "Unity Shaders Book/Chapter 7/Single Texture" {
	Properties {
		_Color ("Color Tint", Color) = (1, 1, 1, 1)
		//white是内置纹理的名字
		_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;
			//ST代表缩放和平移,_MainTex_ST.xy是缩放,_MainTex_ST.zw是平移
			float4 _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;
				//对顶点纹理坐标先缩放后平移,下面有内置宏可以替代
				o.uv = v.texcoord.xy * _MainTex_ST.xy + _MainTex_ST.zw;
				// Or just call the built-in function
//				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));
				
				// Use the texture to sample the diffuse color
				//对纹理采样,tex2D(需要被采样的纹理,float2类型的纹理坐标),然后乘上color就是反射率
				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 "Specular"
}

属性

在这里插入图片描述
wrap mode:
1.repeat:纹理坐标超过1,舍整数,取小数,导致纹理不断重复;
2.clamp:大于1,就取1,小于0,就取0;

filter mode:当纹理被拉伸时采用哪种滤波模式
1.point:最近邻滤波,采样像素数目只有一个,导致图像有像素风格;
2.Bilinear:找4个邻近像素线性插值混合,导致图像看起来模糊;
3.Trilinear:不使用多级渐远纹理的话和Bilinear效果相同;

凹凸映射

高度纹理

高度图存储强度值,颜色越浅表示该位置的表面越向外凸起,好处时直观,缺点是计算复杂,表面法线是由像素的灰度值计算而得。

法线纹理

法线纹理直接存储表面法线。
法线存储有两种:模型空间和切线空间

    模型空间切线空间
优点1.实现简单,更加直观;
2.边角部分的突变更少;
1.自由度更高,可以应用到不同的模型上;
2.可进行uv动画;
3.可以重用法线纹理;
4.可压缩;
缺点记录的是绝对法线信息,应用到其他模型会发生错误边角有更多的缝合迹象

实践

两种方法:在切线空间中计算光照或在世界空间下计算

切线空间

Shader "Unity Shaders Book/Chapter 7/Normal Map In Tangent Space" {
	Properties {
		_Color ("Color Tint", Color) = (1, 1, 1, 1)
		_MainTex ("Main Tex", 2D) = "white" {}
		//当没有提供任何法线纹理时,bump对应模型自带的法线信息
		_BumpMap ("Normal Map", 2D) = "bump" {}
		//控制凹凸程度,值为0时,该法线纹理不会对模型产生任何影响
		_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;
				//填充切线方向,float4是因为w分量存储副切线
				float4 tangent : TANGENT;
				float4 texcoord : TEXCOORD0;
			};
			
			struct v2f {
				float4 pos : SV_POSITION;
				//xy存_MainTex纹理坐标,zw存_BumpMap纹理坐标,通常都使用同一组
				float4 uv : TEXCOORD0;
				float3 lightDir: TEXCOORD1;
				float3 viewDir : TEXCOORD2;
			};

			// Unity doesn't support the 'inverse' function in native shader
			// so we write one by our own
			// Note: this function is just a demonstration, not too confident on the math or the speed
			// Reference: http://answers.unity3d.com/questions/218333/shader-inversefloat4x4-function.html
			float4x4 inverse(float4x4 input) {
				#define minor(a,b,c) determinant(float3x3(input.a, input.b, input.c))
				
				float4x4 cofactors = float4x4(
				     minor(_22_23_24, _32_33_34, _42_43_44), 
				    -minor(_21_23_24, _31_33_34, _41_43_44),
				     minor(_21_22_24, _31_32_34, _41_42_44),
				    -minor(_21_22_23, _31_32_33, _41_42_43),
				    
				    -minor(_12_13_14, _32_33_34, _42_43_44),
				     minor(_11_13_14, _31_33_34, _41_43_44),
				    -minor(_11_12_14, _31_32_34, _41_42_44),
				     minor(_11_12_13, _31_32_33, _41_42_43),
				    
				     minor(_12_13_14, _22_23_24, _42_43_44),
				    -minor(_11_13_14, _21_23_24, _41_43_44),
				     minor(_11_12_14, _21_22_24, _41_42_44),
				    -minor(_11_12_13, _21_22_23, _41_42_43),
				    
				    -minor(_12_13_14, _22_23_24, _32_33_34),
				     minor(_11_13_14, _21_23_24, _31_33_34),
				    -minor(_11_12_14, _21_22_24, _31_32_34),
				     minor(_11_12_13, _21_22_23, _31_32_33)
				);
				#undef minor
				return transpose(cofactors) / determinant(input);
			}

			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;

				///
				/// Note that the code below can handle both uniform and non-uniform scales
				///

				// Construct a matrix that transforms a point/vector from tangent space to world space
				fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);  
				fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);  
				fixed3 worldBinormal = cross(worldNormal, worldTangent) * v.tangent.w; 

				/*
				float4x4 tangentToWorld = float4x4(worldTangent.x, worldBinormal.x, worldNormal.x, 0.0,
												   worldTangent.y, worldBinormal.y, worldNormal.y, 0.0,
												   worldTangent.z, worldBinormal.z, worldNormal.z, 0.0,
												   0.0, 0.0, 0.0, 1.0);
				// The matrix that transforms from world space to tangent space is inverse of tangentToWorld
				float3x3 worldToTangent = inverse(tangentToWorld);
				*/
				
				//wToT = the inverse of tToW = the transpose of tToW as long as tToW is an orthogonal matrix.
				float3x3 worldToTangent = float3x3(worldTangent, worldBinormal, worldNormal);

				// Transform the light and view dir from world space to tangent space
				o.lightDir = mul(worldToTangent, WorldSpaceLightDir(v.vertex));
				o.viewDir = mul(worldToTangent, WorldSpaceViewDir(v.vertex));

				///
				/// Note that the code below can only handle uniform scales, not including non-uniform scales
				/// 

				// Compute the binormal
//				float3 binormal = cross( normalize(v.normal), normalize(v.tangent.xyz) ) * v.tangent.w;
//				// Construct a matrix which transform vectors from object space to tangent space
//				float3x3 rotation = float3x3(v.tangent.xyz, binormal, v.normal);
				// Or just use the built-in macro
//				TANGENT_SPACE_ROTATION;
//				
//				// Transform the light direction from object space to tangent space
//				o.lightDir = mul(rotation, normalize(ObjSpaceLightDir(v.vertex))).xyz;
//				// Transform the view direction from object space to tangent space
//				o.viewDir = mul(rotation, normalize(ObjSpaceViewDir(v.vertex))).xyz;
				
				return o;
			}
			
			fixed4 frag(v2f i) : SV_Target {				
				fixed3 tangentLightDir = normalize(i.lightDir);
				fixed3 tangentViewDir = normalize(i.viewDir);
				
				// Get the texel in the normal map
				fixed4 packedNormal = tex2D(_BumpMap, i.uv.zw);
				fixed3 tangentNormal;
				// If the texture is not marked as "Normal map"
//				tangentNormal.xy = (packedNormal.xy * 2 - 1) * _BumpScale;
//				tangentNormal.z = sqrt(1.0 - saturate(dot(tangentNormal.xy, tangentNormal.xy)));
				
				// Or mark the texture as "Normal map", and use the built-in funciton
				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 "Specular"
}

世界空间

Shader "Unity Shaders Book/Chapter 7/Normal Map In World Space" {
	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;
				//3*3矩阵的三行,w分量存世界空间下的顶点位置
				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;  
				fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);  
				fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);  
				fixed3 worldBinormal = cross(worldNormal, worldTangent) * v.tangent.w; 
				
				// Compute the matrix that transform directions from tangent space to world space
				// Put the world position in w component for optimization
				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 {
				// Get the position in world space		
				float3 worldPos = float3(i.TtoW0.w, i.TtoW1.w, i.TtoW2.w);
				// Compute the light and view dir in world space
				fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));
				fixed3 viewDir = normalize(UnityWorldSpaceViewDir(worldPos));
				
				// Get the normal in tangent space
				fixed3 bump = UnpackNormal(tex2D(_BumpMap, i.uv.zw));
				bump.xy *= _BumpScale;
				bump.z = sqrt(1.0 - saturate(dot(bump.xy, bump.xy)));
				// Transform the narmal from tangent space to world space
				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 "Specular"
}

渐变纹理

Shader "Unity Shaders Book/Chapter 7/Ramp Texture" {
	Properties {
		_Color ("Color Tint", Color) = (1, 1, 1, 1)
		_RampTex ("Ramp 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 _RampTex;
			float4 _RampTex_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 = 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;
				
				// Use the texture to sample the diffuse color
				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 "Specular"
}

遮罩纹理

一般r通道为高光反射强度,g为边缘光照强度,b为高光反射的指数部分,a为做发光强度;

Shader "Unity Shaders Book/Chapter 7/Mask Texture" {
	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
		//高光反射遮罩纹理
		_SpecularMask ("Specular Mask", 2D) = "white" {}
		//控制遮罩影响度
		_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);
			 	// Get the mask value
			 	fixed specularMask = tex2D(_SpecularMask, i.uv).r * _SpecularScale;
			 	// Compute specular term with the specular mask
			 	fixed3 specular = _LightColor0.rgb * _Specular.rgb * pow(max(0, dot(tangentNormal, halfDir)), _Gloss) * specularMask;
			
				return fixed4(ambient + diffuse + specular, 1.0);
			}
			
			ENDCG
		}
	} 
	FallBack "Specular"
}

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Unity中,Shader是用来定义物体表面的着色和渲染效果的一种程序。在Unity5.2及以上的版本中,Unity提供了四种Shader模板供我们选择。其中,Standard Surface Shader会产生一个包含了标准光照模型的表面着色器模板;Unity Shader会产生一个不包含光照(但包含雾效)的基本顶点/片元着色器;Image Effect Shader为我们实现各种屏幕后处理效果提供一个基本模板;Computer Shader则产生一种特殊的Shader文件,用于进行一些与常规渲染流水线无关的计算。一个单独的Unity Shader不能单独发挥作用,必须要和材质结合起来使用。 每一个Unity Shader文件可以包含多个SubShader语义块,但最少要有一个。当Unity需要加载一个Unity Shader时,会扫描所有的SubShader语义块,然后选择第一个能够在目标平台上运行的SubShader。如果都不支持的话,Unity会使用Fallback语义指定的Unity Shader。这是因为不同的显卡具有不同的能力,一些旧的显卡仅能支持一定数目的操作指令,而一些更高级的显卡可以支持更多的指令数。因此,我们希望在旧的显卡上使用计算复杂度较低的着色器,而在高级的显卡上使用计算复杂度较高的着色器,以提供更出色的画面效果。 SubShader的标签是一个键值对,它的键和值都是字符串类型。这些键值对是SubShader和渲染引擎之间的沟通桥梁,用来告诉Unity的渲染引擎应该以怎样的方式和何时渲染这个对象。具体情况可以查看相关的表格。

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