一、单张纹理
使用一张纹理来代替物体的漫反射颜色
// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "ShaderLearning/Ch07/Ch07-SingleTexture"
{
Properties
{
_Color ("Clolor 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;
float4 _MainTex_ST; //_MainTex_ST.xy存储缩放值,_MainTex_ST.zw存储偏移值
fixed4 _Specular;
float _Gloss;
struct a2v
{
float4 vertex : POSITION;
float3 normal : NORMAL;
float4 texcoord : TEXCOORD0; //存储模型的第一组纹理坐标
};
struct v2f
{
float4 pos : SV_POSITION;
float3 worldNormal : TEXCOORD0;
float3 worldPos : TEXCOORD1;
float2 uv : TEXCOORD2; //存储纹理坐标
};
v2f vert(a2v 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;
//o.uv = TRANSFORM_TEX(v.texcoord,_MainTex);
return o;
}
fixed4 frag(v2f i) : SV_Target
{
fixed3 worldNormal = normalize(i.worldNormal); //世界空间下法线方向
fixed3 worldLightDir = normalize(UnityWorldSpaceLightDir(i.worldPos)); //世界空间下光照方向
fixed3 albedo = tex2D(_MainTex,i.uv).rgb * _Color.rgb; //材质的反射率
fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz * albedo; //环境光
fixed3 diffuse = _LightColor0.rgb * albedo * max(0,dot(worldNormal,worldLightDir)); //漫反射
fixed3 viewDir = normalize(UnityWorldSpaceViewDir(i.worldPos)); //世界空间下视角方向
fixed3 halfDir = normalize(worldLightDir + viewDir);
fixed3 specular = _LightColor0.rgb * _Specular.rgb * pow(max(0,dot(worldNormal,halfDir)),_Gloss); //高光反射计算公式
return fixed4(ambient + diffuse + specular,1.0);
}
ENDCG
}
}
FallBack "Specular"
}
二、凹凸映射
使用一张纹理来修改模型表面的法线,以便为模型提供更多的细节
1.在切线空间下计算
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "ShaderLearning/Ch07/Ch07-NormalMapTangentSpace"
{
Properties
{
_Color ("Color Tint",Color) = (1,1,1,1)
_MainTex ("Main Tex",2D) = "white" {}
_BumpMap ("Normal Map",2D) = "bump"{}
_BumpScale ("Bump Scale",Float)