参考WIKI:https://en.wikibooks.org/wiki/GLSL_Programming/Unity/Cookies
light cookie其实是这么个效果:
首先在PhotoShop里画了一张有透明部分的图,储存成PNG格式:
把cookie.png拖进unity3d,然后需要设置一下光源的cookie和cookie size,
然后效果如图:
最后是代码:
Shader "Custom/ShaderExample11"
{
Properties
{
_Color ("Diffuse Material Color", Color) = (1,1,1,1)
_SpecColor ("Specular Material Color", Color) = (1,1,1,1)
_Shininess ("Shininess", Float) = 10
}
SubShader
{
Pass
{
Tags {"LightMode" = "ForwardBase"}
GLSLPROGRAM
uniform vec4 _Color;
uniform vec4 _SpecColor;
uniform float _Shininess;
uniform vec3 _WorldSpaceCameraPos;
uniform mat4 _Object2World;
uniform mat4 _World2Object;
uniform vec4 _WorldSpaceLightPos0;
uniform vec4 _LightColor0;
#ifdef VERTEX
//顶点着色器
//world pos
out vec4 position;
out vec3 worldNormalDirection;
void main()
{
mat4 modelMatrix = _Object2World;
mat4 modelMatrixInverse = _World2Object;
position = modelMatrix * gl_Vertex;
worldNormalDirection = normalize(vec3(vec4(gl_Normal, 0.0) * modelMatrixInverse));
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
}
#endif
#ifdef FRAGMENT
//片元着色器
in vec4 position;
in vec3 worldNormalDirection;
void main()
{
vec3 normalDirection = normalize(worldNormalDirection);
vec3 viewDirection = normalize(_WorldSpaceCameraPos - vec3(position));
vec3 lightDirection = normalize(vec3(_WorldSpaceLightPos0));
vec3 ambientLighting = vec3(gl_LightModel.ambient) * vec3(_Color);
vec3 diffuseReflection = vec3(_LightColor0) * vec3(_Color) * max(0.0, dot(normalDirection, lightDirection));
vec3 specularReflection;
if (dot(normalDirection, lightDirection) < 0.0)
{
specularReflection = vec3(0.0, 0.0, 0.0);
}
else
{
specularReflection = vec3(_LightColor0) * vec3(_SpecColor)
* pow(max(0.0, dot(reflect(-lightDirection, normalDirection), viewDirection))
, _Shininess);
}
gl_FragColor = vec4(ambientLighting + diffuseReflection + specularReflection, 1.0);
}
#endif
ENDGLSL
}
Pass
{
Tags { "LightMode" = "ForwardAdd" }
Blend One one
GLSLPROGRAM
uniform vec4 _Color;
uniform vec4 _SpecColor;
uniform float _Shininess;
uniform vec3 _WorldSpaceCameraPos;
uniform mat4 _Object2World;
uniform mat4 _World2Object;
uniform vec4 _WorldSpaceLightPos0;
uniform vec3 _LightColor0;
uniform mat4 _LightMatrix0; //进入light坐标系
uniform sampler2D _LightTexture0;
#ifdef VERTEX
out vec4 position;
out vec4 positionInLightSpace;
out vec3 worldNormalDirection;
void main()
{
mat4 modelMatrix = _Object2World;
mat4 modelMatrixInverse = _World2Object;
position = modelMatrix * gl_Vertex;
positionInLightSpace = _LightMatrix0 * position;
worldNormalDirection = normalize(vec3(vec4(gl_Normal, 0.0) * modelMatrixInverse));
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
}
#endif
#ifdef FRAGMENT
in vec4 position;
in vec4 positionInLightSpace;
in vec3 worldNormalDirection;
void main()
{
vec3 normalDirection = normalize(worldNormalDirection);
vec3 viewDirection = normalize(_WorldSpaceCameraPos - vec3(position));
vec3 lightDirection;
float attenuation;
if (0.0 == _WorldSpaceLightPos0.w)
{
attenuation = 1.0;
lightDirection = normalize(vec3(_WorldSpaceLightPos0));
}
else
{
vec3 vertexToLightSource = vec3(_WorldSpaceLightPos0 - position);
float distance = length(vertexToLightSource);
attenuation = 1.0 / distance;
lightDirection = normalize(vertexToLightSource);
}
vec3 diffuseReflection = attenuation * vec3(_LightColor0) * vec3(_Color)
* max(0.0, dot(normalDirection, lightDirection));
vec3 specularReflection;
if (dot(normalDirection, lightDirection) < 0.0)
{
specularReflection = vec3(0.0, 0.0, 0.0);
}
else
{
specularReflection = attenuation * vec3(_LightColor0) * vec3(_SpecColor)
* pow(max(0.0, dot(reflect(-lightDirection, normalDirection), viewDirection))
, _Shininess);
}
float cookieAttenuation = 1.0;
if (0.0 == _WorldSpaceLightPos0.w) //方向光
{
cookieAttenuation = texture2D(_LightTexture0, vec2(positionInLightSpace)).a;
}
else if(1.0 != _LightMatrix0[3][3]) //聚光灯
{
cookieAttenuation = texture2D(_LightTexture0, vec2(positionInLightSpace) / positionInLightSpace.w
+ vec2(0.5)).a;
}
gl_FragColor = vec4(cookieAttenuation * (diffuseReflection + specularReflection), 1.0);
}
#endif
ENDGLSL
}
}
}