1.遮罩纹理可以保护某些区域,使其免受修改
Shader"Unity Shaders Book/Chapter 7/Mask Texture"
{
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
//高光反射遮罩纹理
_SpecularMask("Specular Mask", 2D) = "white"{}
//控制遮罩影响度
_SpecularScale("Specular 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;
//主纹理、法线纹理、遮罩纹理共同使用此纹理属性,修改主纹理系数会同时影响3个纹理的采样
float4 _MainTex_ST;
sampler2D _BumpMap;
float _BumpScale;
sampler2D _SpecularMask;
float _SpecularScale;
fixed4 _Specular;
float _Gloss;
struct a2v
{
float4 vertex : POSITION;
float3 normal : NORMAL;
float4 tangent : TANGENT;
float4 texcoord : TEXCOORD0;
};
struct v2f
{
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
float3 lightDir : TEXCOORD1;
float3 viewDir : TEXCOORD2;
};
//将光照方向和视角方向从模型空间转换到切线空间
v2f vert (a2v v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
//使用内置宏TRANSFORM_TEX(顶点纹理坐标,纹理名)计算经过平铺和偏移后的纹理坐标
o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
TANGENT_SPACE_ROTATION;
o.lightDir = mul(rotation, ObjSpaceLightDir(v.vertex)).xyz;
o.viewDir = mul(rotation, ObjSpaceViewDir(v.vertex)).xyz;
return o;
}
//在片元着色器中使用遮罩纹理控制模型表面的高光反射强度
fixed4 frag (v2f i) : SV_Target
{
fixed3 tangentLightDir = normalize(i.lightDir);
fixed3 tangentViewDir = normalize(i.viewDir);
fixed3 tangentNormal = UnpackNormal(tex2D(_BumpMap, i.uv));
tangentNormal.xy *= _BumpScale;
tangentNormal.z = sqrt(1.0 - saturate(dot(tangentNormal.xy, tangentNormal.xy)));
//纹理贴图
fixed3 albedo = tex2D(_MainTex, i.uv).rgb * _Color.rgb;
//环境光
fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz * albedo;
//漫反射
fixed3 diffuse = _LightColor0.rgb * albedo * max(0, dot(tangentNormal,tangentLightDir));
//Blinn-Phong光照
fixed3 halfDir = normalize(tangentLightDir + tangentViewDir);
//获取遮罩数据
fixed specularMask = tex2D(_SpecularMask, i.uv).r * _SpecularScale;
//添加高光遮罩计算高光
fixed3 specular = _LightColor0.rgb * _Specular.rgb * pow(max(0,dot(tangentNormal,halfDir)), _Gloss) * specularMask;
return fixed4(ambient + diffuse + specular,1.0);
; }
ENDCG
}
}
Fallback"Specular"
}