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
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"
}