目录
Shader "Example/Shader02"
{
Properties
{
//设置纹理贴图面板
_MainTex ("Main Tex", 2D) = "white" {}
_Color ("Color Tint",Color) = (1,1,1,1)
_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;
//设置纹理采样
sampler2D _MainTex;
//纹理名称+_(下划线)代表纹理的一个属性,_ST代表缩放和平移的值,其中_MainTex_ST.xy存储缩放值(Tiling),_MainTex_ST.zw存储偏移值(Offest)
float4 _MainTex_ST;
fixed4 _Specular;
float _Gloss;
struct a2v
{
float4 vertex : POSITION;
float3 normal : NORMAL;
float4 texcoord : TEXCOORD0;
};
struct v2f
{
float4 pos : SV_POSITION;
float3 worldNormal : TEXCOORD0;
float3 worldPos : TEXCOORD1;
float2 uv : TEXCOORD2;
};
v2f vert(a2v v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.worldNormal = UnityObjectToWorldNormal(v.normal);
o.worldPos = mul(unity_ObjectToWorld,v.vertex).xyz;
o.uv = v.texcoord.xy * _MainTex_ST.xy + _MainTex_ST.zw;
return o;
}
fixed4 frag(v2f i) : SV_TARGET
{
fixed3 worldNormal = normalize(i.worldNormal);
fixed3 worldLightDir = normalize(UnityWorldSpaceLightDir(i.worldPos));
//使用采样结果和颜色的乘积作为反射率来使用
fixed3 albedo = tex2D(_MainTex,i.uv).rgb * _Color.rgb;
fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz * albedo;
fixed3 diffuse = _LightColor0.rgb * albedo * max(0,dot(worldNormal,worldLightDir));
fixed3 viewDir = normalize(UnityWorldSpaceViewDir(i.worldPos));
fixed3 halfDir = normalize(worldLightDir + viewDir);
fixed3 specular = _LightColor0.rgb * _Specular.rgb * pow(max(0,dot(worldNormal,halfDir)),_Gloss);
return fixed4(ambient+diffuse+specular,1.0);
}
ENDCG
}
}
FallBack "Specular"
}
Gloss=8,specular=(168,83,47)
//真离了大谱,shader不会中文检测报错的,而且如果在定义里面连着好几行的话只会检测到第一行,不小心中间打了个中文分号半天没看出来哪里有问题
Shader "Example/Shader02"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_Color("Color Tint",Color) = (1,1,1,1)
//定义法线贴图
_BumpMap("Normal Map",2D) = "bump"{}
//控制凹凸程度
_BumpScale("Bump Scale",Float) = 1.0
_Specular("Specular",Color) = (1,1,1,1)
_Gloss("Gloss",Range(2.0,256)) = 20
}
SubShader
{
Pass
{
Tags{"LightMode" = "ForwardBase"}
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include"Lighting.cginc"
fixed4 _MainTex_ST;
fixed4 _Color;
fixed4 _Specular;
float4 _BumpMap_ST;
float _BumpScale;
float _Gloss;
sampler2D _MainTex;
sampler2D _BumpMap;
struct a2v
{
float4 vertex : POSITION;
float3 normal : NORMAL;
float4 tangent : TANGENT;
float4 texcoord : TEXCOORD0;
};
struct v2f
{
float4 pos : SV_POSITION;
float4 uv : TEXCOORD0;
float3 lightDir : TEXCOORD1;
float3 viewDir : TEXCOORD2;
};
v2f vert(a2v v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
//用xy存储纹理贴图坐标,ze存储法线贴图坐标
o.uv.xy = v.texcoord.xy * _MainTex_ST.xy + _MainTex_ST.zw;
o.uv.zw = v.texcoord.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
//利用Unity内置宏来得到从模型空间到切线空间的变换矩阵rotation
TANGENT_SPACE_ROTATION;
//得到模型空间下的光照方向与视角方向
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);
fixed4 packedNormal = tex2D(_BumpMap,i.uv.zw);
//把采样的法线纹理像素值映射回法线方向
fixed3 tangentNormal = UnpackNormal(packedNormal);
//控制凹凸程度
tangentNormal.xy *= _BumpScale;
tangentNormal.z = sqrt(1.0 - saturate(dot(tangentNormal.xy,tangentNormal.xy)));
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));
//视线向量和光照向量的中间向量
fixed3 halfDir = normalize(tangentLightDir + tangentViewDir);
fixed3 specular = _LightColor0.rgb * _Specular.rgb * pow(max(0,dot(tangentNormal,halfDir)),_Gloss);
return fixed4(ambient+diffuse+specular,1.0);
}
ENDCG
}
}
FallBack "Specular"
}
// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
Shader "Unlit/Shader03"
{
Properties
{
_Color("Color Tint",Color) = (1,1,1,1)
//自定义渐变纹理贴图
_RampTex("Ramp Tex",2D) = "white"{}
_Specular("Specular",Color) = (1,1,1,1)
_Gloss("Gloss",Range(2.0,256)) = 20
}
SubShader
{
Pass
{
Tags{"LightMode" = "ForwardBase"}
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include"Lighting.cginc"
#include "UnityCG.cginc"
fixed4 _Color;
fixed4 _Specular;
float4 _RampTex_ST;
float _Gloss;
sampler2D _RampTex;
struct a2v
{
float4 vertex : POSITION;
float3 normal : NORMAL;
float2 texcoord : TEXCOORD0;
};
struct v2f
{
float4 pos : SV_POSITION;
float3 worldNormal : TEXCOORD0;
float3 worldPos : TEXCOORD1;
float2 uv : TEXCOORD2;
};
v2f vert (a2v v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.worldNormal = UnityObjectToWorldNormal(v.normal);
o.worldPos = mul(unity_ObjectToWorld,v.vertex).xyz;
//使用内置宏来计算经过平铺和偏移后的纹理坐标
o.uv = TRANSFORM_TEX(v.texcoord, _RampTex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed3 worldNormal = normalize(i.worldNormal);
fixed3 worldLightDir = normalize(UnityWorldSpaceLightDir(i.worldPos));
fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz;
//使用半兰伯特模型
fixed halfLambert = 0.5 * dot(worldNormal, worldLightDir) + 0.5;
//因为渐变纹理贴图实质上是个一维贴图所以uv坐标处理都可以使用半兰伯特
fixed3 diffuseColor = tex2D(_RampTex,fixed2(halfLambert,halfLambert)).rgb * _Color.rgb;
fixed3 diffuse = _LightColor0.rgb * diffuseColor;
fixed3 viewDir = normalize(UnityWorldSpaceViewDir(i.worldPos));
fixed3 halfDir = normalize(worldLightDir + viewDir);
fixed3 specular = _LightColor0.rgb * _Specular.rgb * pow(max(0,dot(worldNormal,halfDir)),_Gloss);
return fixed4(ambient + diffuse + specular,1.0);
}
ENDCG
}
}
}
渐变纹理贴图
//大部分代码都一致
Shader "Example/Shader04"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_Color("Color Tint",Color) = (1,1,1,1)
_BumpMap("Normal Map",2D) = "bump"{}
_BumpScale("Bump Scale",Float) = 1.0
_Specular("Specular",Color) = (1,1,1,1)
_SpecularMask("SpecularMask", 2D) = "white" {}
_SpecularScale("Specular Scale",Float) = 1.0
_Gloss("Gloss",Range(2.0,256)) = 20
}
SubShader
{
Pass
{
Tags{"LightMode" = "ForwardBase"}
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include"Lighting.cginc"
#include "UnityCG.cginc"
fixed4 _Color;
fixed4 _Specular;
float4 _MainTex_ST;
float _BumpScale;
float _SpecularScale;
float _Gloss;
sampler2D _MainTex;
sampler2D _BumpMap;
sampler2D _SpecularMask;
struct a2v
{
float4 vertex : POSITION;
float3 normal : NORMAL;
float4 tangent : TANGENT;
float2 texcoord : TEXCOORD0;
};
struct v2f
{
float4 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)));
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);
//进行遮罩贴图采样,然后把结果乘进去
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"
}
用自带的UIMask代替了一下