Shader "MyShader/11_NormalMap"{
Properties{
_Single("Single Color",Color) = (1,1,1,1)
_MainTex("_Main Tex",2D) = "white"{}
_NormalMap("Normal Map",2D)="bump"{}
_BumpScale("BunpScale",Float)=1
}
SubShader{
Pass{
Tags{ "LightMode" = "ForwardBase" }
CGPROGRAM
#include "Lighting.cginc"
#include "UnityCG.cginc"
#pragma vertex vert
#pragma fragment frag
fixed4 _Single;
sampler2D _MainTex;
float4 _MainTex_ST;
sampler2D _NormalMap;
float4 _NormalMap_ST;
float _BumpScale;
struct v2f {
float4 pos:SV_POSITION;
float3 lightDir:TEXCOORD0;
float4 worldVertex : TEXCOORD1;
float4 uv:TEXCOORD2;
};
v2f vert(appdata_full v) {
v2f f;
f.pos = UnityObjectToClipPos(v.vertex);
f.worldVertex = mul(v.vertex, unity_WorldToObject);
f.uv.xy = v.texcoord.xy*_MainTex_ST.xy + _MainTex_ST.zw;
f.uv.zw = v.texcoord.xy*_NormalMap_ST.xy + _NormalMap_ST.zw;
TANGENT_SPACE_ROTATION;//调用这个宏之后会得到一个矩阵rotation,这个矩阵把模型空间下的方向转换成切线空间下
f.lightDir = mul(rotation, ObjSpaceLightDir(v.vertex));//ObjSpaceLightDir(v.vertex)得到模型空间下的平行光方向
return f;
}
fixed4 frag(v2f o) :SV_Target{
fixed4 normalColor = tex2D(_NormalMap,o.uv.zw);//将计算好的法线坐标和法线贴图进行对应
fixed3 tangentNormal = normalize(UnpackNormal(normalColor));//切线空间下的法线
tangentNormal.xy = tangentNormal.xy*_BumpScale;//凹凸参数控制凹凸程度
fixed3 albedo = tex2D(_MainTex,o.uv.xy).rgb*_Single.rgb;//将计算好的纹理坐标和纹理贴图进行对应并与纹理颜色融合
fixed3 ambient0 = UNITY_LIGHTMODEL_AMBIENT.rgb*albedo;
fixed3 lightDir = normalize(o.lightDir);//把平行光方向单位化
fixed3 halfLambert = dot(lightDir, tangentNormal)*0.5 + 0.5;
fixed3 Diffuse0 = _LightColor0.rgb*albedo*halfLambert;//漫反射
fixed3 tempColor = Diffuse0 +ambient0;
return fixed4(tempColor,1);
}
ENDCG
}
}
Fallback "VertexLit"
}
TA之路——Shader学习07(基础纹理之凹凸映射)
最新推荐文章于 2022-07-11 13:49:30 发布