Unity Shader 从未入门到已放弃(十)--中级

更复杂的光照(二)

使用Blinn-Phong模型

Shader "My/Bumped Specular" {
	Properties{
		_Color("Color Tint", Color) = (1, 1, 1, 1)
		_MainTex("Main Tex", 2D) = "white" {}
		_BumpMap("Normal Map", 2D) = "bump" {}
		_Specular("Specular Color", Color) = (1, 1, 1, 1)
		_Gloss("Gloss", Range(8.0, 256)) = 20
	}
	SubShader{
		Tags { "RenderType" = "Opaque" "Queue" = "Geometry"}

		Pass {
			Tags { "LightMode" = "ForwardBase" }

			CGPROGRAM

			#pragma multi_compile_fwdbase	

			#pragma vertex vert
			#pragma fragment frag

			#include "UnityCG.cginc"
			#include "Lighting.cginc"
			#include "AutoLight.cginc"

			fixed4 _Color;
			sampler2D _MainTex;
			float4 _MainTex_ST;
			sampler2D _BumpMap;
			float4 _BumpMap_ST;
			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;
				float4 TtoW0 : TEXCOORD1;
				float4 TtoW1 : TEXCOORD2;
				float4 TtoW2 : TEXCOORD3;
				SHADOW_COORDS(4)
			};

			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;

				TANGENT_SPACE_ROTATION;

				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;

				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);

				TRANSFER_SHADOW(o);

				return o;
			}

			fixed4 frag(v2f i) : SV_Target {
				float3 worldPos = float3(i.TtoW0.w, i.TtoW1.w, i.TtoW2.w);
				fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));
				fixed3 viewDir = normalize(UnityWorldSpaceViewDir(worldPos));

				fixed3 bump = UnpackNormal(tex2D(_BumpMap, i.uv.zw));
				bump = normalize(half3(dot(i.TtoW0.xyz, bump), dot(i.TtoW1.xyz, bump), dot(i.TtoW2.xyz, bump)));

				fixed3 albedo = tex2D(_MainTex, i.uv.xy).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);

				UNITY_LIGHT_ATTENUATION(atten, i, worldPos);

				return fixed4(ambient + (diffuse + specular) * atten, 1.0);
			}

			ENDCG
		}

		Pass {
			Tags { "LightMode" = "ForwardAdd" }

			Blend One One

			CGPROGRAM

			#pragma multi_compile_fwdadd
				// Use the line below to add shadows for point and spot lights
	//			#pragma multi_compile_fwdadd_fullshadows

				#pragma vertex vert
				#pragma fragment frag

				#include "Lighting.cginc"
				#include "AutoLight.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;
					float4 TtoW0 : TEXCOORD1;
					float4 TtoW1 : TEXCOORD2;
					float4 TtoW2 : TEXCOORD3;
					SHADOW_COORDS(4)
				};

				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;

					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);

					TRANSFER_SHADOW(o);

					return o;
				}

				fixed4 frag(v2f i) : SV_Target {
					float3 worldPos = float3(i.TtoW0.w, i.TtoW1.w, i.TtoW2.w);
					fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));
					fixed3 viewDir = normalize(UnityWorldSpaceViewDir(worldPos));

					fixed3 bump = UnpackNormal(tex2D(_BumpMap, i.uv.zw));
					bump = normalize(half3(dot(i.TtoW0.xyz, bump), dot(i.TtoW1.xyz, bump), dot(i.TtoW2.xyz, bump)));

					fixed3 albedo = tex2D(_MainTex, i.uv.xy).rgb * _Color.rgb;

					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);

					UNITY_LIGHT_ATTENUATION(atten, i, worldPos);

					return fixed4((diffuse + specular) * atten, 1.0);
				}

				ENDCG
			}
	}
	FallBack "Specular"
}

效果图:

  • 0
    点赞
  • 0
    收藏
    觉得还不错? 一键收藏
  • 0
    评论
评论
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值