UnityShader---渐变纹理和遮罩纹理(内置渲染管线)---8

渐变纹理:

Shader "Unlit/10"
{
	Properties
	{
		_Color("Color",Color) = (1,1,1,1)
		_RampTex("Ramp", 2D) = "white" {}
		_Specular("Specular",Color) = (1,1,1,1)
		_Gloss("Gloss",Range(1,256)) = 10
	}

	SubShader
	{
		Pass
		{
			Tags{"LightMode" = "ForwardBase"}

			CGPROGRAM

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

			fixed4 _Color;
			sampler2D _RampTex;
			float4 _RampTex_ST;
			fixed4 _Specular;
			float _Gloss;

			struct v2f
			{
				float4 pos:SV_POSITION;
				float2 uv:TEXCOORD0;
				float3 worldPos:TEXCOORD1;
				float3 worldNormal:TEXCOORD2;
			};

			v2f vert(appdata_base v)
			{
				v2f o;

				o.pos = UnityObjectToClipPos(v.vertex);

				o.uv = TRANSFORM_TEX(v.texcoord, _RampTex);

				o.worldPos = mul(unity_ObjectToWorld,v.vertex).xyz;

				o.worldNormal = UnityObjectToWorldNormal(v.normal);

				return o;
			}

			fixed4 frag(v2f i) :SV_Target
			{
				fixed3 worldNormal = normalize(i.worldNormal);
				
				fixed3 worldLight = normalize(UnityWorldSpaceLightDir(i.worldPos));
				fixed3 worldView = normalize(UnityWorldSpaceViewDir(i.worldPos));
				fixed3 halfDir = normalize(worldLight + worldView);

				fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.rgb;

				fixed halfLambert = dot(worldNormal, worldLight) * 0.5 + 0.5;				

				//采样渐变纹理,通过渐变纹理控制颜色,渐变纹理WrapMo
				fixed3 albedo = tex2D(_RampTex,fixed2(halfLambert,halfLambert)).rgb * _Color.rgb;

				fixed3 diffuse = _LightColor0.rgb * albedo;

				fixed3 specular = _LightColor0.rgb * _Specular.rgb * pow(saturate(dot(worldNormal,halfDir)),_Gloss);

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

遮罩纹理:

Shader "Unlit/015"
{
     Properties
	{
		_MainTex("MainTex", 2D) = "white" {}
		_BumpMap("Normal Map", 2D) = "bump" {}
		_BumpScale("Bump Scale", float) = 1
		_SpecularMask("Specular Mask", 2D) = "white" {}
		_SpecularScale("Specular Scarl", float) = 1
		_Diffuse("Diffuse", Color) = (1,1,1,1)
		_Specular("Specular", Color) = (1,1,1,1)
		_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;
			sampler2D _SpecularMask;
			float4 _SpecularMask_ST;
			float _SpecularScale;
			float _BumpScale;
			fixed4 _Diffuse;
			fixed4 _Specular;
			float _Gloss;

			struct v2f
			{
				float4 vertex : SV_POSITION;
				fixed3 lightDir: TEXCOORD0;
				float3 viewDir: TEXCOORD1;
				float4 uv : TEXCOORD2;
				float2 maskUv : TEXCOORD3;
			};

			v2f vert (appdata_tan v)
			{
				v2f o;
				o.vertex = UnityObjectToClipPos(v.vertex);
				o.uv.xy = TRANSFORM_TEX(v.texcoord, _MainTex);
				o.uv.zw = TRANSFORM_TEX(v.texcoord, _BumpMap);
				o.maskUv = TRANSFORM_TEX(v.texcoord, _SpecularMask);

				TANGENT_SPACE_ROTATION;

				//求切线空间光源方向及视角方向
				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.uv.zw);

				//设置成normal map
				fixed3 tangentNormal = UnpackNormal(packedNormal);
				tangentNormal.xy *= _BumpScale;

				//环境光
				fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz;

				fixed3 albedo = tex2D(_MainTex, i.uv.xy).rgb;
				//漫反射
				fixed3 diffuse = _LightColor0.rgb * albedo * _Diffuse.rgb * (dot(tangentLightDir,tangentNormal)*0.5+0.5);

				//高光遮罩
				fixed3 specularMask = tex2D(_SpecularMask, i.maskUv).r * _SpecularScale;

				//高光反射
				fixed3 halfDir = normalize(tangentLightDir + tangentviewDir);
				fixed3 specular = _LightColor0.rgb * _Specular.rgb * pow(saturate(dot(tangentNormal,halfDir)),_Gloss) * specularMask;

				fixed3 color = ambient + diffuse + specular;
				return fixed4(color,1);
			}
			ENDCG
		}
	}
}
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