写在前面
这篇主要是介绍基础纹理知识,图片参数设置、UV,最后实现用图片纹理颜色替代漫反射颜色
纹理基础
在Unity中uv的含义就是将图片纹理分配至0~1的坐标内,u代表横坐标,v代表纵坐标
Alpha Source
Input Texture Alpha:导入图片本身的alpha通道
From Gray Scale:从图片本身灰度信息生成alpha通道
Advanced
Generate Mip Map:生成多级纹理
Wrap Mode
当纹理坐标超出0~1时展现出什么纹理
Repeat:重复展现0~1之间
Clamp:大于1取1,小于0取0.
Filter Mode
纹理放大缩小时会采用的滤波模式
Point:纹理采样最近1个像素点
Bilinear:纹理采样最近4个像素点
Trilinear:纹理采样最近4个像素点,如果开启多级纹理,则在多级纹理间混合得出
Max Size
图片将会被缩放为此分辨率
原图最好长宽为2的幂次方
步骤
声明属性
Properties {
_Color ("Color Tint", Color) = (1, 1, 1, 1)
_MainTex ("Main Tex", 2D) = "white" {}
_Specular ("Specular", Color) = (1, 1, 1, 1)
_Gloss ("Gloss", Range(8.0, 256)) = 20
}
Pass中定义属性
fixed4 _Color;
sampler2D _MainTex;
float4 _MainTex_ST;
fixed4 _Specular;
float _Gloss;
对UV进行缩放和平移
纹理名称+_ST得到的是纹理的Tiling和Offset
o.uv = v.texcoord.xy * _MainTex_ST.xy + _MainTex_ST.zw;
//o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);内置函数转换
计算纹理颜色
使用tex2D函数,传入纹理和uv,乘上_Color调节颜色
fixed3 albedo = tex2D(_MainTex, i.uv).rgb * _Color.rgb;
计算漫反射
fixed3 diffuse = _LightColor0.rgb * albedo * max(0, dot(worldNormal, worldLightDir));
完整代码
Shader "Single Texture" {
Properties {
_Color ("Color Tint", Color) = (1, 1, 1, 1)
_MainTex ("Main Tex", 2D) = "white" {}
_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;
fixed4 _Specular;
float _Gloss;
struct a2v {
float4 vertex : POSITION;
float3 normal : NORMAL;
float4 texcoord : TEXCOORD0;//获得纹理坐标
};
struct v2f {
float4 pos : SV_POSITION;
float3 worldNormal : TEXCOORD0;
float3 worldPos : TEXCOORD1;
float2 uv : TEXCOORD2;
};
v2f vert(a2v v) {
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.worldNormal = UnityObjectToWorldNormal(v.normal);
o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
o.uv = v.texcoord.xy * _MainTex_ST.xy + _MainTex_ST.zw;
// Or just call the built-in function
// o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
return o;
}
fixed4 frag(v2f i) : SV_Target {
fixed3 worldNormal = normalize(i.worldNormal);
fixed3 worldLightDir = normalize(UnityWorldSpaceLightDir(i.worldPos));
// Use the texture to sample the diffuse color
fixed3 albedo = tex2D(_MainTex, i.uv).rgb * _Color.rgb;
fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz * albedo;
fixed3 diffuse = _LightColor0.rgb * albedo * max(0, dot(worldNormal, worldLightDir));
fixed3 viewDir = normalize(UnityWorldSpaceViewDir(i.worldPos));
fixed3 halfDir = normalize(worldLightDir + viewDir);
fixed3 specular = _LightColor0.rgb * _Specular.rgb * pow(max(0, dot(worldNormal, halfDir)), _Gloss);
return fixed4( diffuse , 1.0);
}
ENDCG
}
}
//FallBack "Specular"
}
效果图
1是标准材质
2是只有纹理漫反射