法线变换矩阵公式推导

 

A·B 两个向量的点乘就是A的转置乘以B: (A)TB 。

对法线做空间变换时,若模型本身做了xyz轴上的非均匀缩放。则法线值会产生偏移,但切线并不会受到影响。

 

在切线空间里计算光照的好处:只需要在顶点shader里面计算切线空间下光线方向和视角方向,在片段shader里面采样的法线已经是切线空间了,不用做矩阵转换。

如果不在切线空间里面计算光照,那么在片段shader里面采样法线贴图,就需要变换空间,需要做大量的矩阵运算,比较耗时。所以在切线空间计算光照会比较好。

 

切线空间计算光照代码:(TBN矩阵,记得做矩阵运算的时候顺序放对)

Shader "Unlit/012"
{
    Properties
    {
        _MainTex("MainTex",2D) = "white" {}
        _BumpMap("Normal Map",2D) = "bump" {}
        _BumpScale("Bump Scale",float) = 1
        _Diffuse("Diffuse",Color) = (1,1,1,1)
        _Specular("Specular",Color) = (1,1,1,1)
        _Gloss("Gloss",Range(1,256)) = 32
    }
    SubShader
    {
        Tags { "RenderType"="Opaque" }
        LOD 100

        Pass
        {
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            #include "UnityCG.cginc"
            #include "Lighting.cginc"

            fixed4 _Diffuse;
            fixed4 _Specular;
            float _Gloss;
            sampler2D _MainTex;
            float4 _MainTex_ST;
            sampler2D _BumpMap;
            float4 _BumpMap_ST;
            float _BumpScale;

            struct v2f
            {
                float4 vertex:SV_POSITION;
                fixed3 lightDir:TEXCOORD0;
                fixed3 viewDir:TEXCOORD1;
                float2 uv:TEXCOORD2;
                float2 normalUV:TEXCOORD3;
            };

            

            v2f vert(appdata_tan v)
            {
                v2f o;
                o.vertex = UnityObjectToClipPos(v.vertex);
                o.uv = v.texcoord.xy * _MainTex_ST.xy + _MainTex_ST.zw;
                o.normalUV = TRANSFORM_TEX(v.texcoord,_BumpMap);

                //副切线
                //float3 binoraml = cross(normalize(v.normal),normallize(v.tangent.xyz)) * v.tangent.w;
                //float3x3 rotation = float3x3(v.tangent.xyz,binormal,v.normal);
                TANGENT_SPACE_ROTATION;

                //切线空间光源方向以及视角方向
                o.lightDir = mul(rotation,ObjSpaceLightDir(v.vertex)).xyz;
                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.normalUV);

                //没有设置normalMap
                //fixed3 tangentNormal;
                //tangentNormal.xy = (packedNormal.xy * 2 - 1) * _BumpScale;
                //tangentNormal.z = sqrt(1 - saturate(dot(tangentNormal.xy,tangentNormal.xy)));

                //设置了normalMap
                fixed3 tangentNormal = UnpackNormal(packedNormal);
                tangentNormal.xy *=  _BumpScale;

                //环境光
                fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz;
                
                fixed3 albedo = tex2D(_MainTex,i.uv);
                fixed3 diffuse = _LightColor0.rgb * albedo * _Diffuse.rgb * (dot(tangentLightDir,tangentNormal)*0.5 + 0.5);
                fixed3 halfDir = normalize(tangentLightDir + tangentViewDir);
                fixed3 specular =  _LightColor0.rgb * _Specular.rgb * pow(saturate(dot(halfDir,tangentNormal)),_Gloss);
                fixed3 color = diffuse + ambient + specular;
                return fixed4(color,1);
            }
            ENDCG
        }
    }
}

世界空间计算光照代码:

Shader "Unlit/013"
{
    Properties
    {
        _MainTex("MainTex",2D) = "white" {}
        _BumpMap("Normal Map",2D) = "bump" {}
        _BumpScale("Bump Scale",float) = 1
        _Diffuse("Diffuse",Color) = (1,1,1,1)
        _Specular("Specular",Color) = (1,1,1,1)
        _UseDirInVertex("UseDirInVertex",Range(0,1)) = 0
	    _Gloss("Gloss", Range(1,256)) = 5
    }
    SubShader
    {
        Tags { "RenderType"="Opaque" }
        LOD 100

        Pass
        {
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            #include "UnityCG.cginc"
            #include "Lighting.cginc"

			sampler2D _MainTex;
			float4 _MainTex_ST;
			sampler2D _BumpMap;
			float4 _BumpMap_ST;
			float _BumpScale;
			fixed4 _Diffuse;
			fixed4 _Specular;
			float _Gloss;
            float _UseDirInVertex;

            struct v2f
            {
                float4 vertex:SV_POSITION;
                float4 uv:TEXCOORD0;
                float4 TtiW1:TEXCOORD1;
                float4 TtiW2:TEXCOORD2;
                float4 TtiW3:TEXCOORD3;
                fixed3 lightDir:TEXCOORD4;
                fixed3 viewDir:TEXCOORD5;
            };

            

            v2f vert(appdata_tan v)
            {
                v2f o;
                o.vertex = UnityObjectToClipPos(v.vertex);
                o.uv.xy = v.texcoord.xy * _MainTex_ST.xy + _MainTex_ST.zw;
                o.uv.zw = TRANSFORM_TEX(v.texcoord,_BumpMap);

				//计算世界坐标下的顶点位置,法线,切线,副法线
				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.TtiW1 = float4(worldTangent.x,worldBinormal.x,worldNormal.x,worldPos.x);
                o.TtiW2 = float4(worldTangent.y,worldBinormal.y,worldNormal.y,worldPos.y);
                o.TtiW3 = float4(worldTangent.z,worldBinormal.z,worldNormal.z,worldPos.z);

                //世界空间光源方向以及视角方向
                o.lightDir = UnityWorldSpaceLightDir(worldPos);
                o.viewDir = UnityWorldSpaceViewDir(worldPos);
                return o;     
            }

            fixed4 frag(v2f i):SV_TARGET
            {

                float3 worldPos = float3(i.TtiW1.w,i.TtiW2.w,i.TtiW3.w);

                fixed3 lightDir = _UseDirInVertex > 0 ? i.lightDir : UnityWorldSpaceLightDir(worldPos);
                fixed3 viewDir = _UseDirInVertex > 0 ? i.viewDir : UnityWorldSpaceViewDir(worldPos);
        
                fixed3 worldLightDir = normalize(lightDir);
                fixed3 worldViewDir = normalize(viewDir);
                fixed4 packedNormal = tex2D(_BumpMap,i.uv.zw);

                fixed3 tangentNormal = UnpackNormal(packedNormal);
                tangentNormal.xy *=  _BumpScale;
                fixed3 worldNormal = normalize(float3(dot(i.TtiW1.xyz,tangentNormal),dot(i.TtiW2.xyz,tangentNormal),dot(i.TtiW3.xyz,tangentNormal)));

                //环境光
                fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz;
                
                fixed3 albedo = tex2D(_MainTex,i.uv.xy).rgb;
                fixed3 diffuse = _LightColor0.rgb * albedo * _Diffuse.rgb * (dot(worldLightDir,worldNormal)*0.5 + 0.5);
                fixed3 halfDir = normalize(worldLightDir + worldViewDir);
                fixed3 specular =  _LightColor0.rgb * _Specular.rgb * pow(saturate(dot(halfDir,worldNormal)),_Gloss);
                fixed3 color = diffuse + ambient + specular;
                return fixed4(color,1);
            }
            ENDCG
        }
    }
}

 

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