// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Unlit/NormalTangent"
{
Properties
{
_Color("Color Tint", Color) = (1, 1, 1, 1)
_MainTex("Main Tex", 2D) = "While"{}
//法线纹理
_BumpMap("Normal Map", 2D) = "bump"{}
//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
_BumpScale("Bump Scale", Float) = 1.0
_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;
sampler2D _BumpMap;
float4 _BumpMap_ST;
float _BumpScale;
fixed4 _Specular;
float _Gloss;
struct a2v{
float4 vertex : POSITION;
float3 normal : NORMAL;
float4 tangent : TANGENT;
float4 texcoord : TEXCOORD0;
};
struct v2f{
float4 pos : SV_POSITION;
float4 uv : TEXCOORD0;
float3 lightDir : TEXCOORD1;
float3 viewDir : TEXCOORD2;
};
v2f vert(a2v v){
v2f o;
o.pos = UnityObjectToClipPos(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;
TANGENT_SPACE_ROTATION;
//将光照方向从模型空间转换到切线空间中,ObjSpaceLightDir是内置函数,得到模型空间中的光照
o.lightDir = mul(rotation, ObjSpaceLightDir(v.vertex)).xyz;
//将视角方向从模型空间转换到切线空间中,ObjSpaceViewDir是内置函数,得到模型空间中的视角方向
o.viewDir = mul(rotation, ObjSpaceViewDir(v.vertex)).xyz;
return o;
}
fixed4 frag(v2f i) : SV_Target{
fixed3 tangentLightDir = normalize(i.lightDir);
fixed3 tangentViewDir = normalize(i.viewDir);
fixed4 packedNormal = tex2D(_BumpMap, i.uv.zw);
fixed3 tangentNormal;
//如果没有在Unity中把该法线纹理类型设置成Normal map
//tangentNormal.xy = (packedNormal.xy * 2 - 1) * _BumpScale;
//tangentNormal.z = sqrt(1.0 - saturate(dot(tangentNormal.xy, tangentNormal.xy)));
//如果设置了Normal map
tangentNormal = UnpackNormal(packedNormal);
tangentNormal.xy *= _BumpScale;
tangentNormal.z = sqrt(1.0 - saturate(dot(tangentNormal.xy, tangentNormal.xy)));
fixed3 albedo = tex2D(_MainTex, i.uv).rgb * _Color.rgb;
fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz * albedo;
fixed3 diffuse = _LightColor0.rgb * albedo * max(0, dot(tangentNormal, tangentLightDir));
fixed3 halfDir = normalize(tangentLightDir + tangentViewDir);
fixed3 specular = _LightColor0.rgb * _Specular * pow(max(0, dot(tangentNormal, halfDir)), _Gloss);
return fixed4(ambient + diffuse +specular, 1.0);
}
ENDCG
}
}
Fallback "Specular"
}
【Unity Shader】切线空间下计算凹凸映射
于 2024-08-02 15:44:58 首次发布