Unity Shader 凹凸映射 法线纹理 在世界空间下计算

Shader "MyShader/NormalMapWorldMapSpace"
{
    Properties
    {
        _Color("Color Tint",Color) = (1,1,1,1)
        _MainTex("Main Tex",2D) = "white"{}
        _BumpMap("Normal Map",2D) = "bump"{}
        _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 *= _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.rgb * pow(max(0, dot(bump, halfDir)), _Gloss);
                    return fixed4(ambient + diffuse + specular, 1.0);
                }
            ENDCG
        }
        }
            Fallback "Specualr"
}

效果,右边那个

参考 我买的 unity shader入门精要

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