Shader"Custom/8 eight"{
Properties{
//纹理贴图颜色代替漫反射颜色
//_Diffuse("Diffuse Color",Color) = (1,1,1,1)
_MainTex("MainTex",2D) = "white"{}
_Color("Color",Color) = (1,1,1,1)
_Spcular("Spcular Color",Color) = (1,1,1,1)
_Gloss("Gloss",Range(10,100)) = 10
}
SubShader{
Pass{
Tags{"LightMode" = "ForwardBase"}
CGPROGRAM
#include "Lighting.cginc"
#pragma vertex vert
#pragma fragment frag
///声明
//fixed4 _Diffuse;
sampler2D _MainTex;
声明纹理的Tiling/Offset
float4 _MainTex_ST;
fixed4 _Spcular;
half _Gloss;
fixed3 _Color;
struct a2v{
float4 vertex:POSITION;
float3 normal:NORMAL;
//获取uv坐标
float4 textcoord:TEXCOORD0;
};
struct v2f{
float4 svPos:SV_POSITION;
float3 worldnormal:TEXCOORD0;
float4 worldVertex:TEXCOORD1;
///传递uv坐标
float2 uv:TEXCOORD2;
};
v2f vert(a2v v){
v2f f;
f.svPos = UnityObjectToClipPos(v.vertex);
f.worldnormal = normalize(UnityObjectToWorldNormal(v.normal));
f.worldVertex = mul(v.vertex,unity_WorldToObject);
乘以xy轴实现多图,加上zw实现纹理偏移
f.uv = v.textcoord.xy*_MainTex_ST.xy+_MainTex_ST.zw;
return f;
}
fixed4 frag(v2f f):SV_Target{
fixed3 LightDir = normalize(WorldSpaceLightDir(f.worldVertex));
/ 拿到贴图对应uv坐标的颜色
fixed3 texColor = tex2D(_MainTex,f.uv) * _Color;
///代替漫反射提供颜色texColor
//fixed3 diffuse = _LightColor0.rgb * _Diffuse.rgb * max(dot(f.worldnormal,LightDir),0);
fixed3 diffuse = _LightColor0.rgb * texColor * max(dot(f.worldnormal,LightDir),0);
fixed3 viewDir = normalize(UnityWorldSpaceViewDir(f.worldVertex));
fixed3 halfDir = normalize(viewDir + LightDir);
fixed3 specular = _LightColor0.rgb * _Spcular.rgb * pow(max(dot(f.worldnormal,halfDir),0),_Gloss);
/ 环境光跟贴图颜色结合
fixed3 tempColor = diffuse + specular + UNITY_LIGHTMODEL_AMBIENT.rgb * texColor;
return fixed4(tempColor,1);
}
ENDCG
}
}
Fallback "specular"
}
Unity shader学习笔记——7.纹理贴图
最新推荐文章于 2024-07-05 15:01:57 发布