(1)法线贴图使用;
(2)利用法线贴图影响表面发射计算Specular;
//切线空间和世界空间计算 法线 贴图的使用;
//制作人:嘿皮土豆;
//参考:《Unity Shader入门精要》
Shader "ShaderLearn/NormalMapApply"
{
Properties
{
_MainColor("MainColor",Color) = (1,1,1,1)
_MainTex("MainTex",2D) = ""{}
_BumpMap("NormalMap",2D) = "bump"{}
_BumpScale("BumpScale",range(0,5)) = 1
_SpecularColor("SpecularColor",Color) = (1,1,1,1)
_Gloss("Gloss",range(1,50)) = 0.2
}
SubShader
{
Tags{"LightMode" = "ForwardBase"}
//如果两个 Pass 的渲染效果不同可选择混合模式
//Blend SrcAlpha OneMinusSrcAlpha
pass
{
name "TangentSpaceBumpMap"
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "Lighting.cginc"
struct a2v
{
float4 vertex : POSITION;
float3 normal : NORMAL;
float4 tangent : TANGENT;
float2 texcoord : TEXCOORD0;
};
struct v2f
{
float4 pos : SV_POSITION;
float4 uv : TEXCOORD0;
float3 LightDir : TEXCOORD1;
float3 ViewDir : TEXCOORD2;
};
sampler2D _MainTex;
sampler2D _BumpMap;
float4 _MainTex_ST;
float4 _BumpMap_ST;
float4 _MainColor;
fixed4 _SpecularColor;
float _BumpScale;
float _Gloss;
v2f vert (a2v v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv.xy = TRANSFORM_TEX(v.texcoord, _MainTex);
o.uv.zw = TRANSFORM_TEX(v.texcoord, _BumpMap);
//float3 binormal = cross(normalize(v.normal),normalize(v.tangent.xyz)) * v.tangent.w;
//float3x3 rotation = float3x3 (v.tangent.xyz, binormal, v.normal);
//或者直接使用宏;
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);
//贴图转换(输入四维计算出三维)
fixed3 TangentNormal = UnpackNormal(tex2D(_BumpMap,i.uv.zw));
//法线贴图强度控制;
TangentNormal.xy *= _BumpScale;
TangentNormal.z = sqrt(1-saturate(dot(TangentNormal.xy, TangentNormal.xy)));
fixed3 albedo = tex2D(_MainTex, i.uv.xy).rgb * _MainColor.rgb;
fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz * albedo;
fixed3 diffuse = _LightColor0.rgb * albedo * (dot(TangentNormal, TangentLightDir)*0.5+0.5);
fixed3 halfDir = normalize(TangentViewDir + TangentLightDir);
fixed3 specular = _LightColor0.rgb * _SpecularColor.rgb * pow(saturate(dot(TangentNormal,halfDir)), _Gloss);
return fixed4 (ambient + diffuse + specular, 1);
}
ENDCG
}
pass
{
name "WorldSpaceBumpMap"
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "Lighting.cginc"
struct a2v
{
float4 vertex : POSITION;
float3 normal : NORMAL;
float2 uv : TEXCOORD0;
float4 tangent : TANGENT;
};
struct v2f
{
float4 vertex : SV_POSITION;
float4 uv : TEXCOORD0;
float3 TtoW0 : TEXCOORD1;
float3 TtoW1 : TEXCOORD2;
float3 TtoW2 : TEXCOORD3;
};
sampler2D _MainTex;
sampler2D _BumpMap;
float4 _MainTex_ST;
float4 _BumpMap_ST;
float4 _MainColor;
fixed4 _SpecularColor;
float _BumpScale;
float _Gloss;
v2f vert (a2v v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
float3 worldNormal = UnityObjectToWorldNormal(v.normal);
float3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);
float3 worldBinormal = cross(worldNormal, worldTangent)* v.tangent.w;
o.TtoW0 = float3 (worldTangent.x, worldBinormal.x, worldNormal.x);
o.TtoW1 = float3 (worldTangent.y, worldBinormal.y, worldNormal.y);
o.TtoW2 = float3 (worldTangent.z, worldBinormal.z, worldNormal.z);
o.uv.xy = TRANSFORM_TEX(v.uv, _MainTex);
o.uv.zw = TRANSFORM_TEX(v.uv, _BumpMap);
return o;
}
fixed4 frag (v2f i) : SV_TARGET
{
float3 worldPos = mul(unity_ObjectToWorld, i.vertex).xyz;
fixed3 worldLightDir = normalize(UnityWorldSpaceLightDir(worldPos));
fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));
float3 TangentNormal = UnpackNormal(tex2D(_BumpMap,i.uv.zw));
TangentNormal.xy *= _BumpScale;
TangentNormal.z = sqrt(1-saturate(dot(TangentNormal.xy, TangentNormal.xy)));
fixed3 TtoWNormal = fixed3 (dot(i.TtoW0, TangentNormal), dot(i.TtoW1, TangentNormal), dot(i.TtoW2, TangentNormal));
fixed3 albedo = tex2D(_MainTex,i.uv.xy) * _MainColor;
fixed3 diffuse = _LightColor0.xyz * albedo * (dot(worldLightDir, TtoWNormal)*0.5+0.5);
fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz * albedo;
fixed3 halfDir = normalize(worldViewDir + worldLightDir);
fixed3 specular = _LightColor0.rgb * _SpecularColor.rgb * pow(saturate(dot(TtoWNormal,halfDir)), _Gloss);
return fixed4 (ambient + diffuse + specular, 1);
}
ENDCG
}
}
//Fallback "Specular"
}