纹理与diffuse

- UV偏移
f.uv = v.texcoord.xy * _MainTex_ST.xy + _MainTex_ST.zw;
- texture
fixed3 texColor = tex2D(_MainTex, f.uv.xy)*_Color.rgb;
Shader "Siki/11-Texture"{
Properties{
_Color("Color",Color)=(1,1,1,1)
_MainTex("Main Tex",2D) = "white"{}
_Specular("Specular Color",Color) = (1,1,1,1)
_Gloss("Gloss",Range(10,200)) = 20
}
SubShader{
Pass{
Tags{"LightMode" = "ForwardBase"}
CGPROGRAM
#include "Lighting.cginc"
#pragma vertex vert
#pragma fragment frag
fixed4 _Color;
sampler2D _MainTex;
float4 _MainTex_ST;
fixed4 _Specular;
half _Gloss;
struct a2v{
float4 vertex:POSITION;
float3 normal:NORMAL;
float4 texcoord:TEXCOORD0;
};
struct v2f {
float4 svPos:SV_POSITION;
float3 worldNormal:TEXCOORD0;
float4 worldVertex:TEXCOORD1;
float2 uv:TEXCOORD2;
};
v2f vert(a2v v) {
v2f f;
f.svPos = UnityObjectToClipPos(v.vertex);
f.worldNormal = UnityObjectToWorldNormal(v.normal);
f.worldVertex = mul(v.vertex, unity_WorldToObject);
f.uv = v.texcoord.xy * _MainTex_ST.xy + _MainTex_ST.zw;
return f;
}
fixed4 frag(v2f f) :SV_Target{
fixed3 normalDir = normalize(f.worldNormal);
fixed3 lightDir = normalize(WorldSpaceLightDir(f.worldVertex));
fixed3 texColor = tex2D(_MainTex, f.uv.xy)*_Color.rgb;
fixed3 diffuse = _LightColor0.rgb * texColor * max(dot(normalDir, lightDir), 0);
fixed3 viewDir = normalize(UnityWorldSpaceViewDir(f.worldVertex));
fixed3 halfDir = normalize(lightDir + viewDir);
fixed3 specular = _LightColor0.rgb * _Specular.rgb * pow(max(dot(normalDir, halfDir), 0), _Gloss);
fixed3 tempColor = diffuse + specular + UNITY_LIGHTMODEL_AMBIENT.rgb*texColor;
return fixed4(tempColor, 1);
}
ENDCG
}
}
Fallback "Specular"
}
纹理与NormalMap
- 切线空间
TANGENT_SPACE_ROTATION;
- 得到模型空间下的平行光方向,
f.lightDir = mul(rotation, ObjSpaceLightDir(v.vertex));
- 切线空间下的法线
fixed3 tangentNormal = UnpackNormal(normalColor);
Shader "Siki/13-Rock Normal Map"{
Properties{
_Color("Color",Color) = (1,1,1,1)
_MainTex("Main Tex",2D) = "white"{}
_NormalMap("Normal Map",2D) = "bump"{}
_BumpScale("Bump Scale",Float)=1
}
SubShader{
Pass{
Tags{ "LightMode" = "ForwardBase" }
CGPROGRAM
#include "Lighting.cginc"
#pragma vertex vert
#pragma fragment frag
fixed4 _Color;
sampler2D _MainTex;
float4 _MainTex_ST;
sampler2D _NormalMap;
float4 _NormalMap_ST;
float _BumpScale;
struct a2v {
float4 vertex:POSITION;
float3 normal:NORMAL;
float4 tangent:TANGENT;
float4 texcoord:TEXCOORD0;
};
struct v2f {
float4 svPos:SV_POSITION;
float3 lightDir : TEXCOORD0;
float4 uv:TEXCOORD1;
};
v2f vert(a2v v) {
v2f f;
f.svPos = UnityObjectToClipPos(v.vertex);
f.uv.xy = v.texcoord.xy * _MainTex_ST.xy + _MainTex_ST.zw;
f.uv.zw = v.texcoord.xy * _NormalMap_ST.xy + _NormalMap_ST.zw;
TANGENT_SPACE_ROTATION;
f.lightDir = mul(rotation, ObjSpaceLightDir(v.vertex));
return f;
}
fixed4 frag(v2f f) :SV_Target{
fixed4 normalColor = tex2D(_NormalMap,f.uv.zw);
fixed3 tangentNormal = UnpackNormal(normalColor);
tangentNormal.xy = tangentNormal.xy*_BumpScale;
tangentNormal = normalize(tangentNormal);
fixed3 lightDir = normalize(f.lightDir);
fixed3 texColor = tex2D(_MainTex, f.uv.xy)*_Color.rgb;
fixed3 diffuse = _LightColor0.rgb * texColor * max(dot(tangentNormal, lightDir), 0);
fixed3 tempColor = diffuse + UNITY_LIGHTMODEL_AMBIENT.rgb*texColor;
return fixed4(tempColor, 1);
}
ENDCG
}
}
Fallback "Specular"
}