shader篇-单张纹理
简单纹理实现
Shader "Test Shader/SingleTexture"
{
Properties
{
_Color ("Color Tint", Color) = (1, 1, 1, 1)
_MainTex ("Main Tex", 2D) = "white" {}
_Specular ("Specular", Color) = (1, 1, 1, 1)
_Gloss ("Gloss", Range(8.0, 256)) = 20
}
SubShader
{
Pass
{
Tags { "LightMode"="ForwardBase" }
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "Lighting.cginc"
fixed4 _Color;
sampler2D _MainTex;
//_MainTex_ST用来获取纹理的缩放和偏移
float4 _MainTex_ST;
fixed4 _Specular;
float _Gloss;
struct appdata
{
float4 vertex : POSITION;
float3 normal : NORMAL;
float4 texcoord : TEXCOORD0;
};
struct v2f
{
float4 pos : SV_POSITION;
float3 worldNormal : TEXCOORD0;
float3 worldPos : TEXCOORD1;
float2 uv : TEXCOORD2;
};
v2f vert (appdata v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.worldNormal = UnityObjectToWorldNormal(v.normal);
o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
o.uv = v.texcoord.xy * _MainTex_ST.xy + _MainTex_ST.zw;
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed3 worldNormal = normalize(i.worldNormal);
fixed3 worldLightDir = normalize(UnityWorldSpaceLightDir(i.worldPos));
// Use the texture to sample the diffuse color
fixed3 albedo = tex2D(_MainTex, i.uv).rgb * _Color.rgb;
fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz * albedo;
fixed3 diffuse = _LightColor0.rgb * albedo * max(0, dot(worldNormal, worldLightDir));
fixed3 viewDir = normalize(UnityWorldSpaceViewDir(i.worldPos));
fixed3 halfDir = normalize(worldLightDir + viewDir);
fixed3 specular = _LightColor0.rgb * _Specular.rgb * pow(max(0, dot(worldNormal, halfDir)), _Gloss);
return fixed4(ambient + diffuse + specular, 1.0);
}
ENDCG
}
}
}
最终效果
纹理属性说明
Wrap Mode
决定纹理坐标超过[0,1]范围如何平铺
常用两种是repeat和Clamp,前者会导致纹理不断重复,后者纹理读取超过范围的部分会截取到边界值
repeat
clamp
Filter Mode
决定纹理由于变换产生拉伸会采取哪种滤波模型
Filter Mode支持三种模式,point,Bilinear,Trilinear,这三个纹理滤波效果从左到右逐个提升,当然,所耗费性能也是逐个提升。
point使用的是最近邻滤波,这是一般像素风的选择
通常我们使用Bilinear滤波模式