高光与法线贴图的直接结合不太好看,所以就用层叠的方式结合看看,结果实现了这种类似荔枝的效果。
Shader "MyShader/SS_25"
{
Properties
{
_MainTex("Texture", 2D) = ""{}
_Normal("Normal", 2D) = ""{}
_Emission("Emission",Range(0,1))=0.5
_Wrap("Wrap",Range(0,1))=0.5
_Color("Color", Color) = (1,1,1,1)
[HDR]_AmbientColor("Ambient Color", Color) = (0.4,0.4,0.4,1)
[HDR]_SpecularColor("Specular Color", Color) = (0.9,0.9,0.9,1)
_Glossiness("Glossiness", Float) = 20
[HDR]_RimColor("Rim Color", Color) = (1,1,1,1)
_RimAmount("Rim Amount", Range(0, 1)) = 0.6
_RimThreshold("Rim Threshold", Range(0, 1)) = 0.5
_EdgeSize("EdgeSize",Float)=0.1
}
SubShader
{
CGINCLUDE
#include "Lighting.cginc"
#include "AutoLight.cginc"
sampler2D _MainTex;
fixed4 _MainTex_ST;
sampler2D _Normal;
fixed4 _Normal_ST;
fixed _Emission;
fixed _Wrap;
fixed _Glossiness;
fixed4 _Color;
fixed4 _AmbientColor;
fixed4 _SpecularColor;
fixed4 _RimColor;
fixed _RimAmount;
fixed _RimThreshold;
fixed _EdgeSize;
struct appdata
{
fixed4 vertex:POSITION;
fixed4 tangent : TANGENT;
fixed3 normal:NORMAL;
fixed2 uv : TEXCOORD0;
};
struct v2f
{
fixed4 pos:SV_POSITION;
fixed2 uv : TEXCOORD0;
fixed3 lightDir : TEXCOORD1;
fixed3 worldNormal:TEXCOORD2;
fixed3 worldPos:TEXCOORD3;
fixed3 viewDir : TEXCOORD4;
SHADOW_COORDS(2)
};
v2f vert_n(appdata v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
TANGENT_SPACE_ROTATION;
o.lightDir = mul(rotation, ObjSpaceLightDir(v.vertex));
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
return o;
}
fixed4 frag_n(v2f i):SV_Target
{
//环境光
fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz;
//获取法线
float3 normal = UnpackNormal(tex2D(_Normal, i.uv));
//光照方向
float3 lightDir = normalize(i.lightDir);
// fixed3 lambert = max(0,dot(normal, lightDir));//Lambert光照模型
fixed3 lambert =_Wrap*dot(normal, lightDir)+1-_Wrap; //半兰博通用化公式
//加入光照,最终为颜色强度
fixed3 diffuse = lambert * _LightColor0.xyz + ambient;
fixed4 color = tex2D(_MainTex, i.uv);
return fixed4(diffuse* color.rgb+_Emission* color.rgb, 1.0);
}
v2f vert(appdata v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex+v.normal*_EdgeSize);
o.worldNormal = UnityObjectToWorldNormal(v.normal);
o.viewDir = WorldSpaceViewDir(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
TRANSFER_SHADOW(o)
return o;
}
fixed4 frag(v2f i):SV_Target
{
fixed3 normal = normalize(i.worldNormal);//或用法线贴图
fixed3 viewDir = normalize(i.viewDir);
fixed NdotL = dot(_WorldSpaceLightPos0, normal);
fixed shadow = SHADOW_ATTENUATION(i);
fixed lightIntensity = smoothstep(0, 0.01, NdotL * shadow);
fixed4 light = lightIntensity * _LightColor0;
fixed3 halfVector = normalize(_WorldSpaceLightPos0 + viewDir);
fixed NdotH = dot(normal, halfVector);
fixed specularIntensity = pow(NdotH * lightIntensity, _Glossiness * _Glossiness);//镜面反射强度
fixed specularIntensitySmooth = smoothstep(0.005, 0.01, specularIntensity);//实现色阶
fixed4 specular = specularIntensitySmooth * _SpecularColor;
fixed rimDot = 1 - dot(viewDir, normal); //边缘
fixed rimIntensity = rimDot * pow(NdotL, _RimThreshold);
rimIntensity = smoothstep(_RimAmount - 0.01, _RimAmount + 0.01, rimIntensity);
fixed4 rim = rimIntensity * _RimColor;
return (light + _AmbientColor + specular + rim) * _Color ;
}
ENDCG
Pass
{
Tags{"LightMode"="UniversalForward"}
CGPROGRAM
#pragma vertex vert_n
#pragma fragment frag_n
ENDCG
}
Pass
{
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
ENDCG
}
}
}
返回目录:https://blog.csdn.net/yzy1987523/article/details/107410556