小结
老规矩,继续了基础纹理的学习(shader入门精要 这本书真是新手福音,感谢乐乐学姐)。接昨天在世界坐标下计算法线纹理,今天继续了渐变纹理及遮罩纹理的学习。整体上来说,后面两种都算是法线纹理的一点小改动吧。现在尽量还是多跟着书上的代码敲一敲,多熟悉吧。今天还大概看了点,OGSL的内容,感觉明天得再去找本讲的细一点的书。稍微浏览了一下shadertoy上的大神作品。真是羡慕啊,感觉自己的进度还是太慢了,容易产生杂念,今天思想老是抛锚。
不过还是不能急,多年半途而废的经验告诉我,保持热情的方法就是(好吧我也不知道,但是急肯定是没用的)
至少今天比起昨天,我稍微能看懂shadertoy上的一两行了,还是有信心的。GOOD GOOD STUDY DAY DAY UP!
在看代码的时候发现,老是容易忘记定义的参数该如何使用。今天认真总结了这几天的代码,发现其实要在片元着色实现某些计算时,参数的使用往往都有一个基本模块。将每一个模块的参数使用时的代码,放到一起。这样阅读代码的时候,有条理多了,也更容易记住。
今日学习代码:
在世界坐标下的法线纹理实现
Shader “Unlit/bump mapping2”
{
Properties
{ _Color("Color Tint ",Color) = (1,1,1,1)
_MainTex(“MainTex”,2D) = “white”{} //模型纹理坐标
_BumpMap(“Normal Map”,2D) = “bump”{} // 法线纹理坐标。bump 内置法线纹理,默认为模型自带法线信息
_BumpScale(“BumpScale”,Float) = 1.0 // 控制凹凸程度,为0时,意味该法线纹理不会对光照产生任何影响
_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
// make fog work
#pragma multi_compile_fog
#include "Lighting.cginc"
#include "UnityCG.cginc"
fixed4 _Color;
sampler2D _MainTex;
float4 _MainTex_ST; //纹理属性(平铺,偏移系数)
sampler2D _BumpMap;
float4 _BumpMap_ST; //同上
float _BumpScale; // 法系纹理对光照的反应程度
fixed4 _Specular;
float _Gloss;
struct a2v
{
float4 vertex:POSITION;
float3 normal:NORMAL;
float4 tangent:TANGENT; //将顶点的切线方向填充至tangent中(4个变量,w决定z方向)
float4 texcoord:TEXCOORD0; //纹理坐标
};
struct v2f
{
float4 pos:SV_POSITION;
float4 uv:TEXCOORD0; //uv存放了两种纹理的坐标(模型,法线)
float4 line1:TEXCOORD1;
float4 line2:TEXCOORD2;
float4 line3:TEXCOORD3;
};
v2f vert(a2v v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex); //裁剪空间下的顶点坐标
o.uv.xy = v.texcoord.xy*_MainTex_ST.xy + _MainTex_ST.zw; //纹理属性ST变换
o.uv.zw = v.texcoord.xy*_BumpMap_ST.xy + _BumpMap_ST.zw; //法线纹理变换
float3 worldPos = mul(unity_ObjectToWorld,v.vertex).xyz; //世界空间下的顶点坐标
//计算从切线空间到世界空间的变换矩阵
float3 worldNormal = UnityObjectToWorldNormal(v.normal); //顶点法线
float3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz); //切线向量
float3 worldBinormal = cross(worldNormal, worldTangent)*v.tangent.w; //副法线向量
// 将矩阵按行存储,第四位参数存放坐标
o.line1 = float4(worldTangent.x,worldBinormal.x,worldNormal.x,worldPos.x);
o.line2 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);
o.line3 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);
return o;
}
fixed4 frag(v2f i) : SV_Target
{
//准备纹理法线方向
fixed4 packedNormal = tex2D(_BumpMap, i.uv.zw); //对法线纹理采样
fixed3 tangentNormal = UnpackNormal(packedNormal); //将按像素方式存储的法线数据(),映射回法线数据
tangentNormal.xy *= _BumpScale; // 切线及副法线乘以对光线的影响系数(控制凹凸效果)
tangentNormal.z = sqrt(1 - saturate(dot(tangentNormal.xy,tangentNormal.xy))); //计算切线空间中的法线
//变换矩阵,将法线变换到世界空间下
float3 tangentNormalToworld = normalize(half3(dot( i.line1.xyz, tangentNormal),dot(i.line2.xyz, tangentNormal),dot(i.line3.xyz, tangentNormal)));
fixed3 albedo = tex2D(_MainTex,i.uv.xy).rgb*_Color.rgb; // 获得纹素数据
fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT * albedo; //环境光
//准备入射光方向 视角方向
float3 worldPos = float3(i.line1.w, i.line2.w, i.line3.w);
fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));
fixed3 viewDir = normalize(UnityWorldSpaceViewDir(worldPos));
//计算漫反射,高光反射
fixed3 diffuse = _LightColor0.rgb*albedo*max(0, dot(tangentNormalToworld,lightDir));//反射光(使用的是切线空间坐标系)
fixed3 h = normalize(tangentNormalToworld + lightDir);
fixed3 specular = _LightColor0.rgb*_Specular.rgb*pow(max(0,dot(tangentNormalToworld,h)),_Gloss);
return fixed4(specular + ambient + diffuse, 1);
}
ENDCG
}
} Fallback "Specular"
}
渐变纹理实现
// Upgrade NOTE: replaced ‘_Object2World’ with ‘unity_ObjectToWorld’
// Upgrade NOTE: replaced ‘_Object2World’ with ‘unity_ObjectToWorld’
// Upgrade NOTE: replaced ‘mul(UNITY_MATRIX_MVP,)’ with 'UnityObjectToClipPos()’
Shader “Unlit/RampTEX”
{
Properties
{ _Color("Color Tint ",Color) = (1,1,1,1)
_RampTex(“RampTex”,2D) = “white”{} //模型纹理坐标
_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
// make fog work
#pragma multi_compile_fog
#include "Lighting.cginc"
#include "UnityCG.cginc"
fixed4 _Color;
sampler2D _RampTex;
float4 _RampTex_ST; //纹理属性(平铺,偏移系数)
fixed4 _Specular;
float _Gloss;
struct a2v
{
float4 vertex:POSITION;
float3 normal:NORMAL;
float4 texcoord:TEXCOORD0; //纹理坐标
};
struct v2f
{
float4 pos:SV_POSITION;
float3 worldNormal:TEXCOORD0;
float3 worldPos:TEXCOORD1;
float2 uv:TEXCOORD2;
};
v2f vert(a2v v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex); //裁剪空间下的顶点坐标
o.worldNormal = UnityObjectToWorldNormal(v.normal);
o.worldPos = mul(unity_ObjectToWorld,v.vertex).xyz;
o.uv = TRANSFORM_TEX(v.texcoord,_RampTex); //内置宏计算平铺和平移之后的纹理坐标
return o;
}
fixed4 frag(v2f i) : SV_Target
{
fixed3 worldNormal = normalize(i.worldNormal);
fixed3 lightDir = normalize(UnityWorldSpaceLightDir(i.worldPos));
fixed3 viewDir = normalize(UnityWorldSpaceViewDir(i.worldPos));
fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz;
fixed halfLambert = 0.5*dot(worldNormal, lightDir) + 0.5; //半兰伯特模型,该部分的取值范围为【0,1】
// 用半兰伯特模型构建一个纹理坐标并对渐变纹理(RampTex)采样,考虑到渐变纹理实质上只是一个一维纹理(纵轴不变)
fixed3 diffuseColor = tex2D(_RampTex, fixed2(halfLambert, halfLambert)).rgb*_Color.rgb; //(漫反射系数)
fixed3 diffuse = _LightColor0.rgb*diffuseColor;
fixed3 halfDir = normalize(lightDir+viewDir);
fixed3 specular = _LightColor0.rgb*_Specular.rgb*pow(max(0, dot(worldNormal, halfDir)), _Gloss);
return fixed4(specular + ambient + diffuse, 1);
}
ENDCG
}
} Fallback "Specular"
}
**遮罩纹理实现
// Upgrade NOTE: replaced ‘mul(UNITY_MATRIX_MVP,)’ with 'UnityObjectToClipPos()’
Shader “Unlit/MaskTexure” //对高光部分进行遮罩处理
{
Properties
{
_Color(“Color”,Color)=(1,1,1,1)
_MainTex(“MainTex”,2D) = “white”{}
//法线纹理部分
_BumpMap("NormalMap",2D) = "white"{}
_BumpScale("Bump scale",float)=1
//高光反射部分
_SpecularMask("SpecularMask",2D) = "white"{}
_Specular("Specular",Color) = (1,1,1,1)
_SpecularScale("SpecularScale",float) = 1
_Gloss("Gloss",Range(8,256)) = 20
}
SubShader
{
Pass
{ Tags{"LightMode" = "ForwardBase"}
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
// make fog work
#pragma multi_compile_fog
#include "UnityCG.cginc"
#include "Lighting.cginc"
fixed4 _Color;
sampler2D _MainTex;
float4 _MainTex_ST;
float _BumpScale;
sampler2D _BumpMap;
sampler2D _SpecularMask;
float _SpecularScale;
fixed4 _Specular;
float _Gloss;
struct appdata
{
float4 vertex:POSITION;
float3 normal:NORMAL;
float4 tangent:TANGENT;
float4 texcoord:TEXCOORD0;
};
struct v2f
{
float4 pos:SV_POSITION;
float3 LightDir:TEXCOORD0;
float3 ViewDir:TEXCOORD1;
float2 UV:TEXCOORD2;
};
v2f vert(appdata v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.UV.xy = v.texcoord.xy*_MainTex_ST.xy + _MainTex_ST.zw;
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
{ //将切线空间的入射光线及视角方向归一化,高光部分计算时使用
fixed3 tangentLightDir = normalize(i.LightDir);
fixed3 tangentViewDir = normalize(i.ViewDir);
//获得切线空间下的法线方向(采样--反映射--解压缩)
fixed3 tangentNormal = UnpackNormal(tex2D(_BumpMap, i.UV));
tangentNormal.xy *= _BumpScale;
tangentNormal.z = sqrt(1.0 - saturate(dot(tangentNormal.xy, tangentNormal.xy)));
//计算纹素及环境光
fixed3 albedo = tex2D(_MainTex, i.UV).rgb*_Color.rgb;
fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT * albedo;
//计算反射部分
fixed3 diffuse = _LightColor0.rgb*albedo*max(0, dot(tangentNormal, tangentLightDir));
//计算高光部分,注意添加了高光遮罩纹理的处理
fixed3 halfDir = normalize(tangentLightDir+tangentViewDir);
fixed specularMask = tex2D(_SpecularMask, i.UV)*_SpecularScale;
fixed3 specular = _LightColor0.rgb*_Specular.rgb*pow(max(0, dot(tangentNormal, halfDir)), _Gloss)*specularMask;
return fixed4(ambient+diffuse+specular,1);
}
ENDCG
}
}
}
**