//遮罩纹理的基本作 用于保护某些区域使它们免于被修改。存储逐象素控制的表面属性。
Shader "wacky/s12 shader Mask Texture"{
Properties{
_Color("Color Tint",Color) = (1,1,1,1)
_MainTex("Main Tex",2D) = "white"{}
_BumpMap("Bump Map",2D) = "bump"{}
_BumpScale("Bump Scale",Float) = 1.0
_SpecularMask("Specular mask",2D) = "white"{}
_SpecularScale("Specular Scale",Float) = 1.0
_Specular("Specualr",Color) = (1,1,1,1)
_Gloss("Gloss",Range(8,256))=20
}
SubShader{
Pass{
Tags{"LightMode" = "ForwardBase"}
CGPROGRAM
#include "Lighting.cginc"
#pragma vertex vert
#pragma fragment frag
fixed4 _Color;
sampler2D _MainTex;
float4 _MainTex_ST;
sampler2D _BumpMap;
float _BumpScale;
sampler2D _SpecularMask;
float _SpecularScale;
fixed4 _Specular;
half _Gloss;
struct a2v{
float4 vertex:POSITION;
float3 normal:NORMAL;
float4 tangent:TANGENT;
float4 texcoord:TEXCOORD0;
};
struct v2f{
float4 pos:SV_POSITION;
float2 uv:TEXCOORD0;
float3 lightDir:TEXCOORD1;
float3 viewDir:TEXCOORD2;
};
v2f vert(a2v v){
v2f f;
f.pos = UnityObjectToClipPos(v.vertex);
f.uv.xy = v.texcoord.xy * _MainTex_ST.xy + _MainTex_ST.zw; //乘缩放,加编移
TANGENT_SPACE_ROTATION; //切线空间转换宏
f.lightDir = mul(rotation, ObjSpaceLightDir(v.vertex)).xyz;
f.viewDir = mul(rotation,ObjSpaceViewDir(v.vertex)).xyz;
return f;
}
fixed4 frag(v2f f):SV_Target{
fixed3 tangentLightDir = normalize(f.lightDir);
fixed3 tangentViewDir = normalize(f.viewDir);
fixed3 tangentNormal = UnpackNormal(tex2D(_BumpMap,f.uv));
tangentNormal.xy *= _BumpScale;
tangentNormal.z = sqrt(1.0-saturate(dot(tangentNormal.xy,tangentNormal.xy)));
fixed3 albedo = tex2D(_MainTex,f.uv).rgb * _Color.rgb;
fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.rgb * _Color.rgb;
fixed3 diffuse = _LightColor0 * albedo * max(0,dot(tangentLightDir,tangentNormal));
fixed3 halfDir = normalize(tangentLightDir + tangentViewDir);
fixed specularMask = tex2D(_SpecularMask,f.uv).r * _SpecularScale;
fixed3 specular = _LightColor0.rgb * _Specular.rgb * pow(max(0,dot(tangentNormal,halfDir)),_Gloss) * specularMask;
return fixed4(ambient + diffuse + specular,1.0);
}
ENDCG
}
}
Fallback "Diffuse"
}