Unity_Shader扩展篇_17_Unity Shader入门精要

本文详细介绍了Unity的表面着色器,包括其与顶点/片元着色器的区别、编译指令、表面函数、光照函数以及其他可选参数。通过实例分析,阐述了表面着色器如何简化光照模型的实现,以及Unity在背后如何自动生成多个Pass。虽然表面着色器能快速实现光照效果,但也存在性能影响和定制性不足的问题。
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第十七章 Unity的表面着色器探秘
* 表面着色器(Surface Shader)*实际上就是在顶点/片元着色器之上又添加了一层抽象。

17.1 表面着色器的一个例子

Shader "Unity Shaders Book/Chapter 17/Bumped Diffuse" {
    Properties {
        _Color ("Main Color", Color) = (1,1,1,1)
        _MainTex ("Base (RGB)", 2D) = "white" {}
        _BumpMap ("Normalmap", 2D) = "bump" {}
    }
    SubShader {
        Tags { "RenderType"="Opaque" }
        LOD 300

        CGPROGRAM
        #pragma surface surf Lambert
        #pragma target 3.0

        sampler2D _MainTex;
        sampler2D _BumpMap;
        fixed4 _Color;

        struct Input {
            float2 uv_MainTex;
            float2 uv_BumpMap;
        };

        void surf (Input IN, inout SurfaceOutput o) {
            fixed4 tex = tex2D(_MainTex, IN.uv_MainTex);
            o.Albedo = tex.rgb * _Color.rgb;
            o.Alpha = tex.a * _Color.a;
            o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap));

        }

        ENDCG
    } 

    FallBack "Legacy Shaders/Diffuse"
}

从上面的例子可以看出,相比之前所学的顶点/片元着色器技术,表面着色器的代码量很少,而且,我们可以非常轻松地实现常见的光照模型,甚至不需要和任何光照变量打交道。

Shader "Unity Shaders Book/Common/Bumped Diffuse" {
    Properties {
        _Color ("Color Tint", Color) = (1, 1, 1, 1)
        _MainTex ("Main Tex", 2D) = "white" {}
        _BumpMap ("Normal Map", 2D) = "bump" {}
    }
    SubShader {
        Tags { "RenderType"="Opaque" "Queue"="Geometry"}

        Pass { 
            Tags { "LightMode"="ForwardBase" }

            CGPROGRAM

            #pragma multi_compile_fwdbase

            #pragma vertex vert
            #pragma fragment frag

            #include "Lighting.cginc"
            #include "AutoLight.cginc"

            fixed4 _Color;
            sampler2D _MainTex;
            float4 _MainTex_ST;
            sampler2D _BumpMap;
            float4 _BumpMap_ST;

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

            struct v2f {
                float4 pos : SV_POSITION;
                float4 uv : TEXCOORD0;
                float4 TtoW0 : TEXCOORD1;  
                float4 TtoW1 : TEXCOORD2;  
                float4 TtoW2 : TEXCOORD3;
                SHADOW_COORDS(4)
            };

            v2f vert(a2v v) {
                v2f o;
                o.pos = mul(UNITY_MATRIX_MVP, v.vertex);

                o.uv.xy = v.texcoord.xy * _MainTex_ST.xy + _MainTex_ST.zw;
                o.uv.zw = v.texcoord.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;

                float3 worldPos = mul(_Object2World, v.vertex).xyz;  
                fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);  
                fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);  
                fixed3 worldBinormal = cross(worldNormal, worldTangent) * v.tangent.w; 

                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);  

                TRANSFER_SHADOW(o);

                return o;
            }

            fixed4 frag(v2f i) : SV_Target {
                float3 worldPos = float3(i.TtoW0.w, i.TtoW1.w, i.TtoW2.w);
                fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));
                fixed3 viewDir = normalize(UnityWorldSpaceViewDir(worldPos));

                fixed3 bump = UnpackNormal(tex2D(_BumpMap, i.uv.zw));
                bump = normalize(half3(dot(i.TtoW0.xyz, bump), dot(i.TtoW1.xyz, bump), dot(i.TtoW2.xyz, bump)));

                fixed3 albedo = tex2D(_MainTex, i.uv.xy).rgb * _Color.rgb;

                fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz * albedo;

                fixed3 diffuse = _LightColor0.rgb * albedo * max(0, dot(bump, lightDir));

                UNITY_LIGHT_ATTENUATION(atten, i, worldPos);

                return fixed4(ambient + diffuse * atten, 1.0);
            }

            ENDCG
        }

        Pass { 
            Tags { "LightMode"="ForwardAdd" }

            Blend One One

            CGPROGRAM

            #pragma multi_compile_fwdadd
            // Use the line below to add shadows for point and spot lights
//          #pragma multi_compile_fwdadd_fullshadows

            #pragma vertex vert
            #pragma fragment frag

            #include "Lighting.cginc"
            #include "AutoLight.cginc"

            fixed4 _Color;
            sampler2D _MainTex;
            float4 _MainTex_ST;
            sampler2D _BumpMap;
            float4 _BumpMap_ST;

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

            struct v2f {
                float4 pos : SV_POSITION;
                float4 uv : TEXCOORD0;
                float4 TtoW0 : TEXCOORD1;  
                float4 TtoW1 : TEXCOORD2;  
                float4 TtoW2 : TEXCOORD3;
                SHADOW_COORDS(4)
            };

            v2f vert(a2v v) {
                v2f o;
                o.pos = mul(UNITY_MATRIX_MVP, v.vertex);

                o.uv.xy = v.texcoord.xy * _MainTex_ST.xy + _MainTex_ST.zw;
                o.uv.zw = v.texcoord.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;

                float3 worldPos = mul(_Object2World, v.vertex).xyz;  
                fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);  
                fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);  
                fixed3 worldBinormal = cross(worldNormal, worldTangent) * v.tangent.w; 

                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);  

                TRAN
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