记录Unity Shader学习进度【基础纹理】

基础纹理

单张颜色纹理

Shader "Unlit/MainTex"
{
    Properties
    {
        _Color("Color", color) = (1,1,1,1)
        _MainTex("MainTex", 2D) = "white" {}
        _Specular("Specular", color) = (1,1,1,1)
        _Gloss("Gloss", Range(8, 256)) = 20
    }
    SubShader
    {
        Tags { "LightMode"="ForwardBase" }
        LOD 100

        Pass
        {
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            #include "UnityCG.cginc"
            #include "Lighting.cginc"

            fixed4 _Color;
            sampler2D _MainTex;
            float4 _MainTex_ST;
            fixed4 _Specular;
            float _Gloss;

            struct appdata
            {
                float4 vertex : POSITION;
                float3 normal : NORMAL;
                float4 texcoord : TEXCOORD0;
            };

            struct v2f
            {
                float4 pos : SV_POSITION;
                fixed3 worldNormal : TEXCOORD0;
                fixed3 worldPos : TEXCOORD1;
                float2 uv : TEXCOORD2;
            };

            v2f vert (appdata v)
            {
                v2f o;
                o.pos = UnityObjectToClipPos(v.vertex);

                //计算世界法线方向
                o.worldNormal = UnityObjectToWorldNormal(v.normal);
                //计算顶点世界位置
                o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
                //顶点纹理坐标变换
                o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
                return o;
            }

            fixed4 frag (v2f i) : SV_Target
            {
                
                //归一化世界法线方向
                fixed3 worldNormalDir = normalize(i.worldNormal);
                //计算世界灯光方向
                fixed3 worldLightDir = normalize(UnityWorldSpaceLightDir(i.worldPos));
                //纹理采样
                fixed3 albedo = tex2D(_MainTex, i.uv).rgb * _Color.rgb;
                //环境光
                fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz * albedo;

                //计算半兰伯特光照(把世界法线和世界灯光点乘后的标量乘0.5在加0.5,意为把点乘的结果从[-1,1]映射到[0,1]的范围内)
                fixed halfLambert = dot(worldLightDir, worldNormalDir) * 0.5 +0.5;
                fixed3 diffuse = _LightColor0.rgb * albedo * halfLambert;

                //计算世界空间下视角方向(世界空间下摄像机位置减去世界空间下顶点位置)
                fixed3 viewDir = normalize(UnityWorldSpaceViewDir(i.worldPos.xyz));
                //计算视角方向和灯光方向的半角向量
                fixed3 halfDir = normalize(worldLightDir + viewDir);
                //计算高光
                fixed3 specular = _LightColor0.rgb * _Specular.rgb * pow(saturate(dot(worldNormalDir, halfDir)), _Gloss);

                return fixed4(ambient + diffuse + specular, 1);
            }
            ENDCG
        }
    }
    Fallback "Diffuse"
}

法线纹理
切线空间下法线纹理计算

Shader "Unlit/TangentSpaceNormal" 
{
    Properties
    {
        _Color("Color", color) = (1,1,1,1)
        _MainTex("MainTex", 2D) = "white" {}
        _BumpMap("Bump Map", 2D) = "bump" {}
        _BumpScale("Bump Scale", float) = 1
        _Specular("Specular", color) = (1,1,1,1)
        _Gloss("Gloss", Range(8, 256)) = 20
    }
    SubShader
    {
        Tags { "LightMode"="ForwardBase" }
        LOD 100

        Pass
        {
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            #include "UnityCG.cginc"
            #include "Lighting.cginc"

            fixed4 _Color;
            sampler2D _MainTex;
            float4 _MainTex_ST;
            sampler2D _BumpMap;
            float4 _BumpMap_ST;
            float _BumpScale;
            fixed4 _Specular;
            float _Gloss;

            struct appdata
            {
                float4 vertex : POSITION;
                float3 normal : NORMAL;
                float4 tangent : TANGENT;
                float4 texcoord : TEXCOORD0;
            };

            struct v2f
            {
                float4 pos : SV_POSITION;
                fixed4 uv : TEXCOORD0;
                float3 lightDir : TEXCOORD1;
                float3 viewDir : TEXCOORD2;
            };

            v2f vert (appdata v)
            {
                v2f o;
                o.pos = UnityObjectToClipPos(v.vertex);

                //顶点纹理坐标变换
                o.uv.xy = TRANSFORM_TEX(v.texcoord, _MainTex);
                o.uv.zw = TRANSFORM_TEX(v.texcoord, _BumpMap);

                //unity内置宏,得到从模型空间到切线空间的变换矩阵rotation
                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);

                //采样法线纹理
                fixed4 packdeNormal = tex2D(_BumpMap, i.uv.zw);
                fixed3 tangentNormal;
                //解压法线
                tangentNormal = UnpackNormal(packdeNormal);
                tangentNormal.xy *= _BumpScale;
                tangentNormal.z = sqrt(1 - saturate(dot(tangentNormal.xy, tangentNormal.xy)));
                
                //颜色纹理采样
                fixed3 albedo = tex2D(_MainTex, i.uv).rgb * _Color.rgb;
                //环境光
                fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz * albedo;

                //计算半兰伯特光照(把世界法线和世界灯光点乘后的标量乘0.5在加0.5,意为把点乘的结果从[-1,1]映射到[0,1]的范围内)
                fixed halfLambert = dot(tangentLightDir, tangentNormal) * 0.5 +0.5;
                fixed3 diffuse = _LightColor0.rgb * albedo * halfLambert;

                //计算视角方向和灯光方向的半角向量
                fixed3 halfDir = normalize(tangentLightDir + tangentViewDir);
                //计算高光
                fixed3 specular = _LightColor0.rgb * _Specular.rgb * pow(saturate(dot(tangentNormal, halfDir)), _Gloss);

                return fixed4(ambient + diffuse + specular, 1);
            }
            ENDCG
        }
    }
    Fallback "Diffuse"
}

世界空间下法线纹理计算

Shader "Unlit/WorldSpaceNormal"
{
    Properties
    {
        _Color("Color", color) = (1,1,1,1)
        _MainTex("MainTex", 2D) = "white" {}
        _BumpMap("Bump Map", 2D) = "bump" {}
        _BumpScale("Bump Scale", float) = 1
        _Specular("Specular", color) = (1,1,1,1)
        _Gloss("Gloss", Range(8, 256)) = 20
    }
    SubShader
    {
        Tags { "LightMode"="ForwardBase" }
        LOD 100

        Pass
        {
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            #include "UnityCG.cginc"
            #include "Lighting.cginc"

            fixed4 _Color;
            sampler2D _MainTex;
            float4 _MainTex_ST;
            sampler2D _BumpMap;
            float4 _BumpMap_ST;
            float _BumpScale;
            fixed4 _Specular;
            float _Gloss;

            struct appdata
            {
                float4 vertex : POSITION;
                float3 normal : NORMAL;
                float4 tangent : TANGENT;
                float4 texcoord : TEXCOORD0;
            };

            struct v2f
            {
                float4 pos : SV_POSITION;
                fixed4 uv : TEXCOORD0;
                float4 TtoW0 : TEXCOORD1;
                float4 TtoW1 : TEXCOORD2;
                float4 TtoW2 : TEXCOORD3;
            };

            v2f vert (appdata v)
            {
                v2f o;
                o.pos = UnityObjectToClipPos(v.vertex);

                //顶点纹理坐标变换
                o.uv.xy = TRANSFORM_TEX(v.texcoord, _MainTex);
                o.uv.zw = TRANSFORM_TEX(v.texcoord, _BumpMap);

                //世界空间顶点位置
                float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
                //世界空间法线方向
                fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);
                //世界空间切线方向
                fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);
                //计算世界空间下副切线
                fixed3 worldBinormal = cross(worldNormal, worldTangent) * v.tangent.w;
                //切线空间到世界空间的变化矩阵
                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);
                
                return o;
            }

            fixed4 frag (v2f i) : SV_Target
            {
                //构建世界空间下的坐标
                float3 worldPos = float3(i.TtoW0.w, i.TtoW1.w, i.TtoW2.w);

                //得到世界空间下的光照和视角方向
                fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));
                fixed3 viewDir = normalize(UnityWorldSpaceViewDir(worldPos));

                //采样法线纹理并解码
                fixed3 bump = UnpackNormal(tex2D(_BumpMap, i.uv.zw));
                bump.xy *= _BumpScale;
                bump.z = sqrt(1 - saturate(dot(bump.xy, bump.xy)));
                //把法线变换到世界空间下
                bump = normalize(half3(dot(i.TtoW0.xyz, bump), dot(i.TtoW1.xyz, bump), dot(i.TtoW2.xyz, bump)));
                
                //纹理颜色采样
                fixed3 albedo = tex2D(_MainTex, i.uv).rgb * _Color.rgb;
                //环境光
                fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz * albedo;

                //计算半兰伯特光照(把世界法线和世界灯光点乘后的标量乘0.5在加0.5,意为把点乘的结果从[-1,1]映射到[0,1]的范围内)
                fixed halfLambert = dot(lightDir, bump) * 0.5 +0.5;
                fixed3 diffuse = _LightColor0.rgb * albedo * halfLambert;

                //计算视角方向和灯光方向的半角向量
                fixed3 halfDir = normalize(lightDir + viewDir);
                //计算高光
                fixed3 specular = _LightColor0.rgb * _Specular.rgb * pow(saturate(dot(bump, halfDir)), _Gloss);

                return fixed4(ambient + diffuse + specular, 1);
            }
            ENDCG
        }
    }
    Fallback "Diffuse"
}

渐变纹理

Shader "Unlit/Ramp Texture"
{
    Properties
    {
        _Color("Color", Color) = (1,1,1,1)
        _RampTex ("RampTex", 2D) = "white" {}
        _Specular("Specular", color) = (1,1,1,1)
        _Gloss("Gloss", Range(8, 256)) = 20
    }
    SubShader
    {
        Tags { "RenderType"="Opaque" }
        LOD 100

        Pass
        {
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            #include "Lighting.cginc"
            #include "UnityCG.cginc"

            fixed4 _Color;
            sampler2D _RampTex;
            float4 _RampTex_ST;
            fixed4 _Specular;
            float _Gloss;

            struct appdata
            {
                float4 vertex : POSITION;
                float3 normal : NORMAL;
                float2 texcoord : TEXCOORD0;
            };

            struct v2f
            {
                float4 pos : SV_POSITION;
                float3 worldNormal : TEXCOORD0;
                float3 worldPos : TEXCOORD1;
            };

            v2f vert (appdata v)
            {
                v2f o;
                o.pos = UnityObjectToClipPos(v.vertex);
                o.worldNormal = UnityObjectToWorldNormal(v.normal);
                o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
                return o;
            }

            fixed4 frag (v2f i) : SV_Target
            {
				fixed3 worldNormal = normalize(i.worldNormal);
				fixed3 worldLightDir = normalize(UnityWorldSpaceLightDir(i.worldPos));
				
				fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz;

                fixed halfLambert = dot(worldNormal, worldLightDir) * 0.5 + 0.5;
                //使用兰伯特构建新的纹理坐标(兰伯特为0到1之间,使用兰伯特照到片元上的)
                fixed3 diffuseColor = tex2D(_RampTex, fixed2(halfLambert, halfLambert)).rgb * _Color.rgb;
                fixed3 diffuse = _LightColor0.rgb * diffuseColor;

                fixed3 viewDir = normalize(UnityWorldSpaceViewDir(i.worldPos));
                fixed3 halfDir = normalize(viewDir + worldLightDir);
                fixed3 specular = _LightColor0.rgb * _Specular.rgb * pow(saturate(dot(worldNormal, halfDir)), _Gloss);

                return fixed4(ambient + diffuse + specular, 1);
            }
            ENDCG
        }
    }
    Fallback "Diffuse"
}

遮罩纹理

Shader "Unlit/Mask Texture"
{
    Properties
    {
        _Color("Color", Color) = (1,1,1,1)
        _MainTex ("Texture", 2D) = "white" {}
        _BumpMap("Bump Map", 2D) = "bump" {}
        _BumpScale("Bump Scale", float) = 1
        _SpecularMask("Specular Mask", 2D) = "white" {}
        _SpecularScale("SpecularScale", float) = 1
        _Specular("Specular", color) = (1,1,1,1)
        _Gloss("Gloss", Range(8, 256)) = 20
    }
    SubShader
    {
        Tags { "LightMode"="ForwardBase" }

        Pass
        {
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            #include "Lighting.cginc"
            #include "UnityCG.cginc"

            fixed4 _Color;
            sampler2D _MainTex;
            float4 _MainTex_ST;
            sampler2D _BumpMap;
            float _BumpScale;
            sampler2D _SpecularMask;
            float _SpecularScale;
            fixed4 _Specular;
            float _Gloss;

            struct a2v
            {
                float4 vertex : POSITION;
                float3 normal : NORMAL;
                float4 tangent : TANGENT;
                float2 texcoord : TEXCOORD0;
            };

            struct v2f
            {
                float4 pos : SV_POSITION;
                float2 uv : TEXCOORD0;
                float3 lightDir : TEXCOORD1;
                float3 viewDir : TEXCOORD2;
            };


            v2f vert (a2v v)
            {
                v2f o;
                o.pos = UnityObjectToClipPos(v.vertex);
                o.uv = TRANSFORM_TEX(v.texcoord, _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);

                fixed3 tangentNormal = UnpackNormal(tex2D(_BumpMap, i.uv));
                tangentNormal.xy *= _BumpScale;
                tangentNormal.z = sqrt(1 - 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 * saturate(dot(tangentNormal, tangentLightDir));

                fixed3 halfDir = normalize(tangentLightDir + tangentViewDir);
                //用遮罩贴图的R通道乘高光强度
                fixed specularMask = tex2D(_SpecularMask, i.uv).r * _SpecularScale;

                fixed3 specular = _LightColor0.rgb * _Specular.rgb * pow(saturate(dot(tangentNormal, halfDir)), _Gloss) * specularMask;

                return fixed4(ambient + diffuse + specular, 1);
            }
            ENDCG
        }
    }
    Fallback "Specular"
}
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