法线纹理实践(一)

以下内容来自《unity shader入门精要》

切线空间下计算光照:

光照方向,视角方向全部转换到切线空间下计算。

世界空间下 计算光照:

将从法线纹理上得到的法线方向转换到世界空间下,之后再和世界空间下的光照方向,视角方向进行计算。

 

方法一:

TANGENT_SPACE_ROTATION是一个宏,参考:https://blog.csdn.net/ronintao/article/details/52136673

// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'

// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'

// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'

Shader "Unity Sader Book/Chapter7/Chapter7-NormalMapTangentSpace"
{
	Properties
	{
		_Color( "Color Tint", Color ) = ( 1,1,1,1 )//整体的色调
		_MainTex ("Texture", 2D) = "white" {}
		_BumpMap( "Normal Map", 2D ) = "bump" { }//法线纹理
		_BumpScale( "Bump Scale", Float ) = 1.0
		_Specular( "Specular", Color ) = (1,1,1,1)//镜面光
		_Gloss( "Gloss", Range( 8.0, 256 ) ) = 20//光亮
	}
	SubShader
	{
		Pass
		{
			Tags { "LightMode"="ForwardBase" }

			CGPROGRAM
			#pragma vertex vert
			#pragma fragment frag
			// make fog work
			#pragma multi_compile_fog
			
			#include "UnityCG.cginc"
			#include "Lighting.cginc"

			float4 _Color;
			sampler2D _MainTex;
			float4 _MainTex_ST;
			sampler2D _BumpMap;
			
			float4 _BumpMap_ST;
			float _BumpScale;
			float4 _Specular;
			float _Gloss;

			struct a2v
			{
				float4 vertex : POSITION;
				float3 normal : Normal;
				float4 tangent : TANGENT;//切线
				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 );
				o.uv.xy = v.texcoord.xy * _MainTex_ST.xy + _MainTex_ST.zw;
				o.uv.zw = v.texcoord.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;

				//float3 binormal = cross( normalize(v.normal), normalize(v.tangent.xyz) )*v.tangent.w;
				//float3x3 rotation = float3x3( v.tangent.xyz, binormal, v.normal );

				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 );

				//get the texel in the normal map在法线贴图中获取纹理
				fixed4 packedNormal = tex2D( _BumpMap, i.uv.zw );
				fixed3 tangentNormal;

				//如果texture类型没有设置成Normal Map,需要手动将packedNormal反映射为法线方向
				//tangentNormal.xy = (packedNormal.xy*2 - 1)*_BumpScale, _BumpScale
				//tangentNormal.z = sqrt( 1.0 - saturate( dot( tangentNormal.xy, tangentNormal.xy ) ) )

				//如果已经将texture类型设置成了Normal Map, 那么使用内置函数获取正确的法线方向
				tangentNormal = UnpackNormal( packedNormal );
				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 );
				fixed3 specular = _LightColor0.rgb * _Specular.rgb * pow( max(0, dot(tangentNormal, halfDir )), _Gloss );

				return fixed4( ambient + diffuse + specular, 1.0 );

			}
			ENDCG
		}
	}
	Fallback "Specular"
}

 

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