一、使用遮罩纹理的一般流程
通过采样得到遮罩纹理的纹素值,然后使用其中某个(或某几个)通道的值(例如texel.r)来与某种表面属性进行相乘,这样该通道的值为0,时,可以保护表面而不受该属性的影响。
二、具体实现
Shader "Custom/Texture/MaskTexture"
{
Properties
{
_Color("Main Color",Color)=(1,1,1,1)
_MainTex ("Texture", 2D) = "white" {}
_BumpMap("Normal Map",2D)="bump"{}
_BumpScale("Bump Scale",Float )=1.0
_SpecularMask("Specular Mask",2D)="white"{}
_SpecularScale("Specular Scale",Float)=1.0
_Specular("Specular",Color)=(1,1,1,1)
_Gloss("Gloss",Range(8.0,256))=20
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
Tags{"LightMode"="ForwardBase"}
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "Lighting.cginc"
fixed4 _Color;
sampler2D _MainTex;
float4 _MainTex_ST;
sampler2D _BumpMap;
float _BumpScale;
sampler2D _SpecularMask;
float _SpecularScale;
fixed4 _Specular;
float _Gloss;
struct appdata
{
float4 vertex : POSITION;
float3 normal:NORMAL;
float4 tangent:TANGENT;
float4 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
float3 lightDir:TEXCOORD1;
float3 viewDir:TEXCOORD2;
};
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
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);
fixed4 pcakedNormal=tex2D(_BumpMap,i.uv);
fixed3 tangentNormal;
tangentNormal=UnpackNormal(pcakedNormal);
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 specularMask=tex2D(_SpecularMask, i.uv).rgb*_SpecularScale;
fixed3 specular=_LightColor0.rgb*_Specular.rgb*pow(max(0,dot(tangentNormal,halfDir)),_Gloss)*specularMask;
return fixed4(ambient+diffuse+specular,1.0);
}
ENDCG
}
}
}