有时候写shader经常忘记unity的各种矩阵的名字。我这里记录了一下一个比较全的shader,unityshaderlab各种名字都齐全了。
Shader "S_MyShaderTemplate"
{
Properties
{
_BaseColorMap ("BaseColor", 2D) = "white" {}
//_NormalMap ("Normal", 2D) = "bump" {}
_PBRCubeMap("PBRCubeMap", cube) = ""{}
_CubeLight("CubeLight", cube) = ""{}
_RedWeight("ReadWeight", range(0.01, 10)) = 1
_GreenWeight("GreenWeight", range(0.01, 10)) = 1
_BlueWeight("BlueWeight", range(0.01, 10)) = 1
_SpecularColorMutiply("ColorMultiply", Color) = (1, 1, 1, 0.4)
_SpecularStrenth("SpecularStrenth", range(0.01, 5)) = 1
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
pass
{
Blend SrcAlpha OneMinusSrcAlpha
//Blend OneminusDstColor One
//Cull Front
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
// make fog work
#pragma multi_compile_fog
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
float4 normal : NORMAL;
//float4 tangent : TANGENT;
};
struct v2f
{
float2 uv : TEXCOORD0;
//float3 tangent : TEXCOORD1;
//float3 binormal : TEXCOORD2;
float3 normal : NORMAL;
float3 worldpos : TEXCOORD3;
UNITY_FOG_COORDS(4)
float4 vertex : SV_POSITION;
};
sampler2D _BaseColorMap;
float4 _BaseColorMap_ST;
//sampler2D _NormalMap;
//float4 _NormalMap_ST;
samplerCUBE _PBRCubeMap;
float _RedWeight;
float _GreenWeight;
float _BlueWeight;
v2f vert (appdata v)
{
v2f o;
//o.vertex = mul(UNITY_MATRIX_M, v.vertex);
//o.vertex = mul(UNITY_MATRIX_V, o.vertex);
//o.vertex = mul(UNITY_MATRIX_P, o.vertex);
//o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _BaseColorMap);
o.normal = UnityObjectToWorldNormal(v.normal);
//o.tangent = UnityObjectToWorldDir(v.tangent);
//o.binormal = cross(v.tangent, v.normal);
o.worldpos = mul(UNITY_MATRIX_M, v.vertex);
UNITY_TRANSFER_FOG(o,o.vertex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
half4 finalcolor = half4(1, 1, 1, 1);
//float3 texnormal = UnpackNormal(tex2D(_NormalMap, i.uv));
//float3x3 NormalTransMatrix = float3x3(i.tangent, i.binormal, i.normal);
//float3 N = normalize(mul(texnormal, NormalTransMatrix)).xyz;
float3 N = i.normal.xyz;
float3 L = normalize(_WorldSpaceLightPos0.xyz);
float3 V = normalize(UnityWorldSpaceViewDir(i.worldpos));
float NoL = saturate(dot(N,L));
float NoV = saturate(dot(N, V));
float3 R = reflect(V, N);
// sample the texture
half3 BaseColor = tex2D(_BaseColorMap, i.uv).rgb;
half3 cubecolor = texCUBE(_PBRCubeMap, R * raycol);
//half3 cubecolor = texCUBE(_PBRCubeMap, R);
finalcolor.rgb = (cubecolor + BaseColor) * 0.7;
finalcolor.a = 0.5;
// apply fog
UNITY_APPLY_FOG(i.fogCoord, finalcolor);
return finalcolor;
}
ENDCG
}
//------------------------------------------------------------------------------------------//
Pass
{
//Blend DstColor One
//Blend OneminusDstColor One
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
// make fog work
#pragma multi_compile_fog
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
float4 normal : NORMAL;
//float4 tangent : TANGENT;
};
struct v2f
{
float2 uv : TEXCOORD0;
//float3 tangent : TEXCOORD1;
//float3 binormal : TEXCOORD2;
float3 normal : NORMAL;
float3 worldpos : TEXCOORD3;
float3 viewpos : TEXCOORD4;
UNITY_FOG_COORDS(5)
float4 vertex : SV_POSITION;
};
sampler2D _BaseColorMap;
float4 _BaseColorMap_ST;
//sampler2D _NormalMap;
//float4 _NormalMap_ST;
samplerCUBE _PBRCubeMap;
samplerCUBE _CubeLight;
half4 _SpecularColorMutiply;
float _SpecularStrenth;
v2f vert (appdata v)
{
v2f o;
//o.vertex = mul(UNITY_MATRIX_M, v.vertex);
//o.vertex = mul(UNITY_MATRIX_V, o.vertex);
//o.vertex = mul(UNITY_MATRIX_P, o.vertex);
//o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _BaseColorMap);
o.normal = UnityObjectToWorldNormal(v.normal);
//o.tangent = UnityObjectToWorldDir(v.tangent);
//o.binormal = cross(v.tangent, v.normal);
o.worldpos = mul(UNITY_MATRIX_M, v.vertex);
o.viewpos = UnityObjectToViewPos(v.vertex);
UNITY_TRANSFER_FOG(o,o.vertex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
half4 finalcolor = half4(1, 1, 1, 1);
//float3 texnormal = UnpackNormal(tex2D(_NormalMap, i.uv));
//float3x3 NormalTransMatrix = float3x3(i.tangent, i.binormal, i.normal);
//float3 N = normalize(mul(texnormal, NormalTransMatrix)).xyz;
float3 N = i.normal.xyz;
float3 L = normalize(_WorldSpaceLightPos0.xyz);
float3 V = normalize(UnityWorldSpaceViewDir(i.worldpos));
float NoL = saturate(dot(N,L));
float NoV = saturate(dot(N, V));
float3 R = reflect(V, N);
// sample the texture
half3 BaseColor = tex2D(_BaseColorMap, i.uv).rgb;
half3 cubecolor02 = texCUBE(_CubeLight, R);
finalcolor.rgb = cubecolor02 * _SpecularColorMutiply.rgb * _SpecularStrenth;
//finalcolor.rgb = cubecolor;
// apply fog
UNITY_APPLY_FOG(i.fogCoord, finalcolor);
return finalcolor;
}
ENDCG
}
//------------------------------------------------------------------------------------------//
}
}