【Unity Shader】在世界空间下计算凹凸映射

// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'

Shader "Unlit/NormalWorld"
{
    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;
                float4 TtoW0 : TEXCOORD1;
                float4 TtoW1 : TEXCOORD2;
                float4 TtoW2 : TEXCOORD3;
            };

            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;

                float3 worldPos = mul(unity_ObjectToWorld, 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);
                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.xy *= _BumpScale;
                bump.z = sqrt(1.0 - saturate(dot(bump.xy, bump.xy)));
                
                bump = normalize(half3(dot(i.TtoW0.xyz, bump), dot(i.TtoW1.xyz, bump),dot(i.TtoW2.xyz, bump)));
                fixed3 albedo = tex2D(_MainTex, i.uv).rgb * _Color.rgb;
                fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz * albedo;
                fixed3 diffuse = _LightColor0.rgb * albedo * max(0, dot(bump, lightDir));

                fixed3 halfDir = normalize(lightDir + viewDir);
                fixed3 specular = _LightColor0.rgb * _Specular * pow(max(0, dot(bump, halfDir)), _Gloss);

                return fixed4(ambient + diffuse +specular, 1.0);
            }
            ENDCG
        }
        
    }
    Fallback "Specular"
}

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