[UnityShader2]顶点片段着色器实例(六)

1.棋盘效果

cg函数:floor(x),返回不大于x的最大整数

cg函数:frac(x),返回x的小数部分

原理:

a.在顶点程序中,uv的范围为(0,_Density)

b.在片段程序中,对uv取整然后除以2,得到的数类似为:0 / 0.5 / 1 / 1.5 / 2 /等,x和y相加取小数,要么0,要么0.5,乘以2后要么0,要么1,即达到要么黑要么白的效果。

Shader "Unlit/Checkerboard"
{
    Properties
    {
        _Density ("Density", Range(2,50)) = 30
    }
    SubShader
    {
        Pass
        {
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag

            struct v2f
            {
                float2 uv : TEXCOORD0;
                float4 vertex : SV_POSITION;
            };

            float _Density;

            v2f vert (float4 pos : POSITION, float2 uv : TEXCOORD0)
            {
                v2f o;
                o.vertex = mul(UNITY_MATRIX_MVP, pos);
                o.uv = uv * _Density;
                return o;
            }
            
            fixed4 frag (v2f i) : SV_Target
            {
                float2 c = i.uv;
                c = floor(c) / 2;
                float checker = frac(c.x + c.y) * 2;
                return checker;
            }
            ENDCG
        }
    }
}

[UnityShader2]顶点片段着色器实例(六)_第1张图片


2.

[UnityShader2]顶点片段着色器实例(六)_第2张图片

Shader "Unlit/Triplanar"
{
    Properties
    {
        _MainTex ("Texture", 2D) = "white" {}
        _Tiling ("Tiling", Float) = 1.0
        _OcclusionMap("Occlusion", 2D) = "white" {}
    }
    SubShader
    {
        Pass
        {
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag

            struct v2f
            {
                half3 objNormal : TEXCOORD0;
                float3 coords : TEXCOORD1;
                float2 uv : TEXCOORD2;
                float4 pos : SV_POSITION;
            };

            float _Tiling;

            v2f vert (float4 pos : POSITION, float3 normal : NORMAL, float2 uv : TEXCOORD0)
            {
                v2f o;
                o.pos = mul(UNITY_MATRIX_MVP, pos);
                o.coords = pos.xyz * _Tiling;
                o.objNormal = normal;
                o.uv = uv;
                return o;
            }

            sampler2D _MainTex;
            sampler2D _OcclusionMap;
            
            fixed4 frag (v2f i) : SV_Target
            {
                // use absolute value of normal as texture weights
                half3 blend = abs(i.objNormal);
                // make sure the weights sum up to 1 (divide by sum of x+y+z)
                blend /= dot(blend,1.0);
                // read the three texture projections, for x,y,z axes
                fixed4 cx = tex2D(_MainTex, i.coords.yz);
                fixed4 cy = tex2D(_MainTex, i.coords.xz);
                fixed4 cz = tex2D(_MainTex, i.coords.xy);
                // blend the textures based on weights
                fixed4 c = cx * blend.x + cy * blend.y + cz * blend.z;
                // modulate by regular occlusion map
                c *= tex2D(_OcclusionMap, i.uv);
                return c;
            }
            ENDCG
        }
    }
}

[UnityShader2]顶点片段着色器实例(六)_第3张图片


3.简单的漫反射

a.我们可以通过声明pass中的“LightMode”这个tag,从而告诉unity我们需要什么光照信息。unity默认的渲染管线是正向渲染。

b.[NoScaleOffset] - material inspector will not show texture tiling/offset fields for texture properties with this attribute.

具体计算原理:http://blog.csdn.net/lyh916/article/details/50906272

Shader "Lit/Simple Diffuse"
{
    Properties
    {
        [NoScaleOffset] _MainTex ("Texture", 2D) = "white" {}
    }
    SubShader
    {
        Pass
        {
            // indicate that our pass is the "base" pass in forward
            // rendering pipeline. It gets ambient and main directional
            // light data set up; light direction in _WorldSpaceLightPos0
            // and color in _LightColor0
            Tags {"LightMode"="ForwardBase"}
        
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            #include "UnityCG.cginc" // for UnityObjectToWorldNormal
            #include "UnityLightingCommon.cginc" // for _LightColor0

            struct v2f
            {
                float2 uv : TEXCOORD0;
                fixed4 diff : COLOR0; // diffuse lighting color
                float4 vertex : SV_POSITION;
            };

            v2f vert (appdata_base v)
            {
                v2f o;
                o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
                o.uv = v.texcoord;
                // get vertex normal in world space
                half3 worldNormal = UnityObjectToWorldNormal(v.normal);
                // dot product between normal and light direction for
                // standard diffuse (Lambert) lighting
                half nl = max(0, dot(worldNormal, _WorldSpaceLightPos0.xyz));
                // factor in the light color
                o.diff = nl * _LightColor0;
                return o;
            }
            
            sampler2D _MainTex;

            fixed4 frag (v2f i) : SV_Target
            {
                // sample texture
                fixed4 col = tex2D(_MainTex, i.uv);
                // multiply by lighting
                col *= i.diff;
                return col;
            }
            ENDCG
        }
    }
}

[UnityShader2]顶点片段着色器实例(六)_第4张图片


4.带环境光的漫反射

[UnityShader2]顶点片段着色器实例(六)_第5张图片

Shader "Lit/Diffuse With Ambient"
{
    Properties
    {
        [NoScaleOffset] _MainTex ("Texture", 2D) = "white" {}
    }
    SubShader
    {
        Pass
        {
            Tags {"LightMode"="ForwardBase"}
        
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            #include "UnityCG.cginc"
            #include "UnityLightingCommon.cginc"

            struct v2f
            {
                float2 uv : TEXCOORD0;
                fixed4 diff : COLOR0;
                float4 vertex : SV_POSITION;
            };

            v2f vert (appdata_base v)
            {
                v2f o;
                o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
                o.uv = v.texcoord;
                half3 worldNormal = UnityObjectToWorldNormal(v.normal);
                half nl = max(0, dot(worldNormal, _WorldSpaceLightPos0.xyz));
                o.diff = nl * _LightColor0;

                // the only difference from previous shader:
                // in addition to the diffuse lighting from the main light,
                // add illumination from ambient or light probes
                // ShadeSH9 function from UnityCG.cginc evaluates it,
                // using world space normal
                o.diff.rgb += ShadeSH9(half4(worldNormal,1));
                return o;
            }
            
            sampler2D _MainTex;

            fixed4 frag (v2f i) : SV_Target
            {
                fixed4 col = tex2D(_MainTex, i.uv);
                col *= i.diff;
                return col;
            }
            ENDCG
        }
    }
}

[UnityShader2]顶点片段着色器实例(六)_第6张图片



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