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
}
}
}