呃呃,这是目前我学习庄懂AP01课程的最后一节了,我看了一下21集之后的内容是关于LightingMap,目前感觉还用不到,加上之前参与过一个项目里面也有用到LightingMap,也算了解过,就暂时先放到待办列表里。
下面也是简单记录一下课上的东西,其实整节课似懂非懂,感觉难度很大,也很能体会到老师的清晰逻辑,感叹一下,以后能成为这样的大神吗。这节课内容更多是简单记录,有些地方我也不是很懂,下面就直接开始吧。
并且要在SD里获得两张图:
为什么不把这个灰度塞到上面红绿图的A通道里呢?
涉及到优化问题,RGB与RGBA的图片,这两种图在Unity里压缩的尺寸不是多1/4,而是多了一倍。所以一张图能不加alpha就不加alpha,看起来多了一个通道,其实内存占用多了很多。
Shader "shader forge/L21_OldSchoolPlusWithMeshAnim"
{
Properties
{
[Header(Texture)]
_MainTex ("Main Tex RGB:Base Color A:EnvMask", 2D) = "white" {}
_normal ("normal", 2D) = "bump" {}
_SpecTex ("Spec Tex RGB:Spec Color A:Spec Pow", 2D) = "white" {}
_EmittTex ("Emitt Tex RGB:Env Tex", 2D) = "black" {}
_cubemap ("cubemap", Cube) = "_Skybox" {}
[Header(Diffuse)]
_MainCol ("Main Color", Color) = (0.5,0.5,0.5,1.0)
_EnvDiffInt ("Env Diff Int", Range(0, 1)) = 0.2
_E_Lambert_UpColor ("E_Lambert_UpColor", Color) = (0.8679245,0.5444998,0.5444998,1)
_E_Lambert_DownColor ("E_Lambert_DownColor", Color) = (0.4400143,0.6626909,0.9056604,1)
_E_Lambert_MidColor ("E_Lambert_MidColor", Color) = (0.4800081,0.8962264,0.4016109,1)
[Header(Specular)]
[PowerSlider(2)] _SpecPow ("Spec Pow", Range(1, 90)) = 30
_EnvSpecInt ("Env_SpecInt", Range(0, 5)) = 0.7826087
_fresnel_exp ("fresnel_exp", Range(0, 90)) = 0.6956522
_mipmap_level ("Env Mipmap", Range(0, 7)) = 0
[Header(Emission)]
_EmittInt ("Emitt Int", Range(1,10)) = 1
[Header(Clock)]
_EffMap01 ("Effect Tex1", 2D) = "gray" {}
_EffMap02 ("Effect Tex2", 2D) = "gray" {}
_EffCol ("Effect Color", color) = (0.0,0.0,0.0,0.0)
_EffParams ("Wave Prop X:Int Y:Speed Z:ChaosInt W:FadeInt", vector) = (0.03,3.0,0.3,2.5)
}
SubShader
{
Tags {
"Queue" = "Transparent"
"RenderType"="Transparent"
}
LOD 100
Pass
{
Name "FORWARD"
Tags{
"LightMode" = "ForwardBase"
}
Blend One OneMinusSrcAlpha //AB
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "AutoLight.cginc"
#include "Lighting.cginc"
#pragma multi_compile_fwdbase_fullshadows
#pragma target 3.0
struct appdata
{
float4 vertex : POSITION;
float2 uv0 : TEXCOORD0;
float2 uv1 : TEXCOORD1; //特效网格UV信息
float3 normal : NORMAL;
float4 tangent : TANGENT;
float4 color : COLOR; //顶点色信息
};
struct v2f
{
float2 uv0 : TEXCOORD0;
float2 uv1 : TEXCOORD1;
float4 pos : SV_POSITION;
float4 posWorld : TEXCOORD2;
float3 nDirWS : TEXCOORD3;
float3 tDirWS : TEXCOORD4;
float3 biDirWS : TEXCOORD5;
float4 effectMask : TEXCOORD6;
LIGHTING_COORDS(7,8) //投影相关
};
//Texture
uniform sampler2D _MainTex;
uniform sampler2D _normal;
uniform sampler2D _SpecTex;
uniform sampler2D _EmittTex;
uniform samplerCUBE _cubemap;
//Diffuse
uniform float3 _MainCol;
uniform float _EnvDiffInt;
uniform float3 _E_Lambert_UpColor;
uniform float3 _E_Lambert_DownColor;
uniform float3 _E_Lambert_MidColor;
//Specular
uniform float _SpecPow;
uniform float _EnvSpecInt;
uniform float _fresnel_exp;
uniform float _mipmap_level;
//Emitt
uniform float _EmittInt;
//Effect
uniform sampler2D _EffMap01;
uniform sampler2D _EffMap02;
uniform float3 _EffCol;
uniform float4 _EffParams;
#define TWO_PI 3.1415926*2
//动画方法 inout顶点信息 返回effect相关遮罩
float4 CyberpunkAnim(float noise, float mask, float3 normal, inout float3 vertex){
//生成锯齿波Mask
float baseMask = abs(frac(vertex.y * _EffParams.x - _Time.x * _EffParams.y) - 0.5) *2.0;
//float baseMask1 = abs(frac(vertex.y) - 0.5) * 2.0;
//让白色的时间更多,黑色的时间更少
baseMask = min(1.0, baseMask * 2.0);
//用Noise偏移锯齿波,noise的取值范围为0到1,减去0.5使其有正有负
baseMask += (noise - 0.5) * _EffParams.z;
//smoothstep算出各级Mask
float4 effectMask = float4(0.0,0.0,0.0,0.0);
effectMask.x = smoothstep(0.0,0.9,baseMask);
effectMask.y = smoothstep(0.2,0.7,baseMask);
effectMask.z = smoothstep(0.4,0.5,baseMask);
//将顶点色遮罩存入effectMask
effectMask.w = mask;
//计算顶点动画
vertex.xz += normal.xz * (1.0 - effectMask.x) * _EffParams.w * mask;
//返回effectMask
return effectMask;
//return float4(baseMask1,baseMask1,baseMask1,1.0);
}
v2f vert (appdata v)
{
//采样纹理
float noise = tex2Dlod(_EffMap02, float4(v.uv1, 0.0, 0.0)).r;
//float noise = tex2Dlod(_EffMap02,v.uv1).r;
v2f o;
o.effectMask = CyberpunkAnim(noise, v.color.r, v.normal.xyz, v.vertex.xyz);
o.pos = UnityObjectToClipPos(v.vertex);
o.uv0 = v.uv0;
o.uv1 = v.uv1;
o.posWorld = mul(unity_ObjectToWorld, v.vertex);
o.nDirWS = UnityObjectToWorldNormal(v.normal);
o.tDirWS = normalize(mul(unity_ObjectToWorld,float4(v.tangent.xyz,0.0)).xyz);
o.biDirWS = normalize(cross(o.nDirWS,o.tDirWS) * v.tangent.w);
TRANSFER_VERTEX_TO_FRAGMENT(o)
return o;
}
fixed4 frag (v2f i) : SV_Target
{
//贴图采样
float3 nDirTS = UnpackNormal(tex2D(_normal,i.uv0)).rgb;
//向量准备
float3x3 TBN_Matrix = float3x3(i.tDirWS,i.biDirWS,i.nDirWS);
float3 nDirWS_FT = normalize(mul(nDirTS, TBN_Matrix));
float3 lightDir = normalize(_WorldSpaceLightPos0.xyz);
float3 lrDirWS = normalize(reflect(-lightDir, nDirWS_FT));
float3 viewDir = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
float3 halfDir = normalize(lightDir + viewDir);
float3 vrDir = normalize(reflect(-viewDir,nDirWS_FT));
//准备点积结果
float NoL = max(0.0,dot(lightDir,nDirWS_FT));
float NoH = max(0.0,dot(nDirWS_FT,halfDir));
float NoV = max(0.0,dot(nDirWS_FT,viewDir));
float VoR = max(0.0,dot(viewDir, lrDirWS));
//采样纹理
float4 var_MainTex = tex2D(_MainTex,i.uv0);
float4 var_SpecTex = tex2D(_SpecTex,i.uv0);
float3 var_EmitTex = tex2D(_EmittTex,i.uv0);
//光照模型(直接光照部分)
float3 baseCol = var_MainTex.rgb * _MainCol;
float lambert = max(0.0,NoL);
float specCol = var_SpecTex.rgb;
float specPow = lerp(1, _SpecPow,var_SpecTex.a);
float phong = pow(max(0.0, lrDirWS), specPow);
float shadow = LIGHT_ATTENUATION(i);
float3 dirLighting = (baseCol * lambert + specCol * phong) * _LightColor0 * shadow;
//光照模型(环境光照部分)
//使用3Col环境色方法
/*下面是环境光的漫反射部分,也就是三色环境光*/
//上层光
float upNor = clamp(nDirWS_FT.g,0.0,1.0);
float3 upColor = upNor * _E_Lambert_UpColor;
//下层光
float downNor = clamp(nDirWS_FT.g * -1,0.0,1.0);
float3 downColor = downNor * _E_Lambert_DownColor;
//中层光
float midNor = clamp(1 - upNor - downNor,0.0,1.0);
float3 midColor = midNor * _E_Lambert_MidColor;
/*环境光的漫反射部分 三色环境光*/
float3 env_diff_all = clamp(upColor + downColor + midColor,0.0,1.0);
/*下面是环境镜面反射光部分*/
//cubemap
float3 cubemap_Dir = vrDir;
float3 cubemap_color = texCUBElod(_cubemap,float4(cubemap_Dir,_mipmap_level));
//fresnel
float OneMinusNoV = 1 - NoV;
float fresnel = pow(OneMinusNoV,_fresnel_exp);
float occlusion = var_MainTex.a;
float3 envLighting = (baseCol * env_diff_all * _EnvDiffInt + cubemap_color * fresnel * _EnvSpecInt * var_SpecTex.a) * occlusion;
//光照模型(自发光部分)
float3 emission = var_EmitTex * _EmittInt * (sin(_Time.z) * 0.5 + 0.5);
//特效部分
//采样EffMap01
float3 _EffMap01_var = tex2D(_EffMap01,i.uv1).xyz;
float meshMask = _EffMap01_var.x; //网格遮罩
float faceRandomMask = _EffMap01_var.y; //面上的随即灰度遮罩
float faceSlopeMask = _EffMap01_var.z; //面上的坡度(灰度渐变)遮罩
//获取EffectMask
float smallMask = i.effectMask.x;
float midMask = i.effectMask.y;
float bigMask = i.effectMask.z;
float baseMask = i.effectMask.w;
//计算Opacity
float midOpacity = saturate(floor(min(faceRandomMask, 0.999999) + midMask));
float bigOpacity = saturate(floor(min(faceSlopeMask, 0.999999) + midMask));
float opacity = lerp(1.0, min(bigOpacity, midOpacity), baseMask);
//叠加自发光
float meshEmitInt = (bigMask - smallMask) * meshMask;
meshEmitInt = meshEmitInt * meshEmitInt;
emission += _EffCol * meshEmitInt * baseMask;
///返回结果
float3 finalRGB = dirLighting + envLighting + emission;
return float4(finalRGB * opacity, opacity);
//return bigOpacity;
}
ENDCG
}
}
FallBack "Diffuse"
}