shader之——单光源,法线,高光,+天空盒环境反射(HDR)
Posted
tags:
篇首语:本文由小常识网(cha138.com)小编为大家整理,主要介绍了shader之——单光源,法线,高光,+天空盒环境反射(HDR)相关的知识,希望对你有一定的参考价值。
Shader "baicai/me02" { Properties { _MainTex ("MainTex", 2D) = "white" {} _Bump ("Bump", 2D) = "bump" {} _Intension ("强度", Range(0, 10)) = 10 _Scale ("范围", Range(0, 1)) = 0.5969197 _SpecularColor("SpecularColor",Color) = (1,1,1,1) } SubShader { Tags { "RenderType"="Opaque" } Pass { Tags { "LightMode"="ForwardBase" } CGPROGRAM #pragma vertex vert #pragma fragment frag #define UNITY_PASS_FORWARDBASE #include "UnityCG.cginc" #include "AutoLight.cginc" #pragma multi_compile_fwdbase_fullshadows #pragma target 3.0 float4 _LightColor0; sampler2D _MainTex; float4 _MainTex_ST; sampler2D _Bump; float4 _Bump_ST; float _Intension; float _Scale; float4 _SpecularColor; struct VertexInput { float4 vertex : POSITION; float3 normal : NORMAL; float4 tangent : TANGENT; float2 uv : TEXCOORD0; }; struct v2f { float4 pos : SV_POSITION; float2 uv : TEXCOORD0; float4 posWorld : TEXCOORD1; float3 normal : TEXCOORD2; float3 tangentDir : TEXCOORD3; float3 bitangentDir : TEXCOORD4; LIGHTING_COORDS(5,6) }; v2f vert (VertexInput v) { v2f o ; o.pos = UnityObjectToClipPos(v.vertex ); o.uv =TRANSFORM_TEX(v.uv, _MainTex); o.normal =normalize( UnityObjectToWorldNormal(v.normal)); o.tangentDir = normalize( mul( unity_ObjectToWorld, float4( v.tangent.xyz, 0.0 ) ).xyz );//切线方向 o.bitangentDir = normalize(cross(o.normal, o.tangentDir) * v.tangent.w);//双切线 o.posWorld = mul(unity_ObjectToWorld, v.vertex); TRANSFER_VERTEX_TO_FRAGMENT(o) return o; } float4 frag(v2f i) : COLOR { float3 nVert = i.normal;//顶点法线,不支持法线贴图的时候 ,是把这个当做最终法线 float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, nVert); float3 BumpMap = UnpackNormal(tex2D(_Bump,i.uv)); float3 N = normalize(mul( BumpMap.rgb, tangentTransform )); // 法线贴图 模型法线 切线 相结合,得到最终的法线 float3 V = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz); //视向量 float3 L = normalize(_WorldSpaceLightPos0.xyz); float3 speL = normalize(V+L); //视向量 + 光向量,得到一个高光的光向量 ////// Lighting: float atten = LIGHT_ATTENUATION(i); ///////// Gloss: float Gloss = exp2( _Scale * 10.0+1.0); ////// Specular: float NdotSpeL = saturate(dot (speL,N)); //高光强度 float4 col = tex2D(_MainTex,i.uv); float3 specular0 = atten * _LightColor0.xyz * pow(NdotSpeL,Gloss) * _SpecularColor * _Intension*col.a; ///////worldRefl half3 worldRefl = reflect (-V,N);///// half4 skyData = UNITY_SAMPLE_TEXCUBE(unity_SpecCube0, worldRefl);///// half3 skyColor = DecodeHDR (skyData, unity_SpecCube0_HDR);///// /////// Diffuse: float NdotL = saturate(dot( N, L )); //漫反射强 col.rgb= col.rgb * (NdotL *_LightColor0.xyz * atten + UNITY_LIGHTMODEL_AMBIENT.rgb); /// Final Color: col.rgb = col.rgb * 0.5 + skyColor*col.a*0.5 + specular0 ;///// return col; } ENDCG } } FallBack "Diffuse" }
以上是关于shader之——单光源,法线,高光,+天空盒环境反射(HDR)的主要内容,如果未能解决你的问题,请参考以下文章
Unity Shader用Cubemap实现天空盒和环境映射