unityshader入门精要7.4代码注释(遮罩)

Shader "Unlit/4"
{
    Properties
    {
        _Color("Color Tint",Color) =(1,1,1,1)
        _MainTex ("Texture", 2D) = "white" {}
        _BumpMap("Normal Map",2D) = "bump" {}
        _BumpScale("Bump Scale",Float) = 1.0
        _SpecularMask("Specular Mask",2D) = "white"{}
        _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;
			float4 _MainTex_ST;
			sampler2D _BumpMap;
			float _BumpScale;
			sampler2D _SpecularMask;
			float _SpecularScale;
			fixed4 _Specular;
			float _Gloss;

            struct a2v
            {
                fixed4 vertex : POSITION;
                float3 normal : NORMAL;
                float4 tangent : TANGENT;
                float4 texcoord : TEXCOORD0;
            };

            struct v2f
            {
                fixed4 pos : SV_POSITION;
                float2 uv : TEXCOORD0;
                float3 lightDir : TEXCOORD1;
                float3 viewDir : TEXCOORD2;

            };

            v2f vert(a2v v)
            {
                v2f o;
                o.pos = UnityObjectToClipPos(v.vertex);

                o.uv.xy = v.texcoord.xy * _MainTex_ST.xy + _MainTex_ST.zw;

                TANGENT_SPACE_ROTATION;
              
                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);

                fixed3 tangentNormal = UnpackNormal(tex2D(_BumpMap, i.uv));
                tangentNormal.xy *= _BumpScale;
                tangentNormal.z = sqrt(1.0 - saturate(dot(tangentNormal.xy, tangentNormal.xy)));
                
                //求出切线空间下法线的z分量

                fixed3 albedo = tex2D(_MainTex,i.uv).rgb * _Color.rgb;
                fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz * albedo;

                fixed3 diffuse = _LightColor0.rgb * albedo * max(0,dot(tangentNormal,tangentLightDir));
              
                fixed3 halfDir = normalize(tangentLightDir + tangentViewDir);


                //此处遮罩纹理rgb分量都一样 得到的掩码值和Scale相乘一起控制高光反射强度
                fixed specularMask = tex2D(_SpecularMask,i.uv).r * _SpecularScale;


                fixed3 specular = _LightColor0.rgb * _Specular.rgb * pow(max(0, dot(tangentNormal, halfDir)), _Gloss) * specularMask;


                return fixed4(ambient + diffuse + specular ,1.0);

            }
              
            ENDCG
        }
    }

    FallBack "Specular"
}

fixed specularMask = tex2D(_SpecularMask,i.uv).r * _SpecularScale;
 

 

简单

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