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