Unity3D shader(3)——surface shader(二)

接着上篇,(仅仅作学习之用,不作技术参考,具体可以看unity3D官方例子)

1、立方体贴图的效果,这里的立方体贴图依据的是世界坐标。以下是一个最简单的立方体贴图的shader

Shader "Example/WorldRefl" {
    Properties {
      _MainTex ("Texture", 2D) = "white" {}
      _Cube ("Cubemap", CUBE) = "" {}
    }
    SubShader {
      Tags { "RenderType" = "Opaque" }
      CGPROGRAM
      #pragma surface surf Lambert
      struct Input {
          float2 uv_MainTex;
          float3 worldRefl;
      };
      sampler2D _MainTex;
      samplerCUBE _Cube;
      void surf (Input IN, inout SurfaceOutput o) {
          o.Albedo = tex2D (_MainTex, IN.uv_MainTex).rgb * 0.5;
          o.Emission = texCUBE (_Cube, IN.worldRefl).rgb;
      }
      ENDCG
    } 
    Fallback "Diffuse"
  }



2、如果你想立方体呈现法线贴图的效果,那么首先需要把INTERNAL_DATA加入到input结构中。最后还需要用WorldReflectionVector将法向量转换一下。从最后的效果来看,使立方体贴图增加了法线贴图的效果。

 Shader "Example/WorldRefl Normalmap" {
    Properties {
      _MainTex ("Texture", 2D) = "white" {}
      _BumpMap ("Bumpmap", 2D) = "bump" {}
      _Cube ("Cubemap", CUBE) = "" {}
    }
    SubShader {
      Tags { "RenderType" = "Opaque" }
      CGPROGRAM
      #pragma surface surf Lambert
      struct Input {
          float2 uv_MainTex;
          float2 uv_BumpMap;
          float3 worldRefl;
          INTERNAL_DATA
      };
      sampler2D _MainTex;
      sampler2D _BumpMap;
      samplerCUBE _Cube;
      void surf (Input IN, inout SurfaceOutput o) {
          o.Albedo = tex2D (_MainTex, IN.uv_MainTex).rgb * 0.5;
          o.Normal = UnpackNormal (tex2D (_BumpMap, IN.uv_BumpMap));
          o.Emission = texCUBE (_Cube, WorldReflectionVector (IN, o.Normal)).rgb;
      }
      ENDCG
    } 
    Fallback "Diffuse"
  }


3、减去部分视图

Shader "Example/Slices" {
    Properties {
      _MainTex ("Texture", 2D) = "white" {}
      _BumpMap ("Bumpmap", 2D) = "bump" {}
    }
    SubShader {
      Tags { "RenderType" = "Opaque" }
      Cull Off
      CGPROGRAM
      #pragma surface surf Lambert
      struct Input {
          float2 uv_MainTex;
          float2 uv_BumpMap;
          float3 worldPos;
      };
      sampler2D _MainTex;
      sampler2D _BumpMap;
      void surf (Input IN, inout SurfaceOutput o) {
          clip (frac((IN.worldPos.y+IN.worldPos.z*0.1) * 5) - 0.5);
          o.Albedo = tex2D (_MainTex, IN.uv_MainTex).rgb;
          o.Normal = UnpackNormal (tex2D (_BumpMap, IN.uv_BumpMap));
      }
      ENDCG
    } 
    Fallback "Diffuse"
  }





4、沿着法线方向增加一定的厚度,很经典的应用是增加雪的厚度

Shader "Example/Normal Extrusion" {
    Properties {
      _MainTex ("Texture", 2D) = "white" {}
      _Amount ("Extrusion Amount", Range(-1,1)) = 0.5
    }
    SubShader {
      Tags { "RenderType" = "Opaque" }
      CGPROGRAM
      #pragma surface surf Lambert vertex:vert
      struct Input {
          float2 uv_MainTex;
      };
      float _Amount;
      void vert (inout appdata_full v) {
          v.vertex.xyz += v.normal * _Amount;
      }
      sampler2D _MainTex;
      void surf (Input IN, inout SurfaceOutput o) {
          o.Albedo = tex2D (_MainTex, IN.uv_MainTex).rgb;
      }
      ENDCG
    } 
    Fallback "Diffuse"
  }


5、对每个像素进行计算,这样可以使每个面呈现不一样的效果,从而减少贴图的数量

Shader "Example/Custom Vertex Data" {
    Properties {
      _MainTex ("Texture", 2D) = "white" {}
    }
    SubShader {
      Tags { "RenderType" = "Opaque" }
      CGPROGRAM
      #pragma surface surf Lambert vertex:vert
      struct Input {
          float2 uv_MainTex;
          float3 customColor;
      };
      void vert (inout appdata_full v, out Input o) {
          UNITY_INITIALIZE_OUTPUT(Input,o);
          o.customColor = abs(v.normal);
      }
      sampler2D _MainTex;
      void surf (Input IN, inout SurfaceOutput o) {
          o.Albedo = tex2D (_MainTex, IN.uv_MainTex).rgb;
          o.Albedo *= IN.customColor;
      }
      ENDCG
    } 
    Fallback "Diffuse"
  }


6、让立方体的面的颜色随自己控制

 Shader "Example/Tint Final Color" {
    Properties {
      _MainTex ("Texture", 2D) = "white" {}
      _ColorTint ("Tint", Color) = (1.0, 0.6, 0.6, 1.0)
    }
    SubShader {
      Tags { "RenderType" = "Opaque" }
      CGPROGRAM
      #pragma surface surf Lambert finalcolor:mycolor
      struct Input {
          float2 uv_MainTex;
      };
      fixed4 _ColorTint;
      void mycolor (Input IN, SurfaceOutput o, inout fixed4 color)
      {
          color *= _ColorTint;
      }
      sampler2D _MainTex;
      void surf (Input IN, inout SurfaceOutput o) {
           o.Albedo = tex2D (_MainTex, IN.uv_MainTex).rgb;
      }
      ENDCG
    } 
    Fallback "Diffuse"
  }



 

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