一日一Shader·包裹【SS_25】

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

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