Shader 遮罩纹理贴图参考代码笔记

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//遮罩纹理的基本作 用于保护某些区域使它们免于被修改。存储逐象素控制的表面属性。

Shader "wacky/s12 shader Mask Texture"{    Properties{    _Color("Color Tint",Color) = (1,1,1,1)    _MainTex("Main Tex",2D) = "white"{}    _BumpMap("Bump Map",2D) = "bump"{}    _BumpScale("Bump Scale",Float) = 1.0    _SpecularMask("Specular mask",2D) = "white"{}    _SpecularScale("Specular Scale",Float) = 1.0    _Specular("Specualr",Color) = (1,1,1,1)    _Gloss("Gloss",Range(8,256))=20    }    SubShader{        Pass{            Tags{"LightMode" = "ForwardBase"}            CGPROGRAM            #include "Lighting.cginc"            #pragma vertex vert            #pragma fragment frag            fixed4 _Color;            sampler2D _MainTex;            float4 _MainTex_ST;            sampler2D _BumpMap;            float _BumpScale;            sampler2D _SpecularMask;            float _SpecularScale;            fixed4 _Specular;            half _Gloss;            struct a2v{                float4 vertex:POSITION;                float3 normal:NORMAL;                float4 tangent:TANGENT;                float4 texcoord:TEXCOORD0;            };            struct v2f{                float4 pos:SV_POSITION;                float2 uv:TEXCOORD0;                float3 lightDir:TEXCOORD1;                float3 viewDir:TEXCOORD2;            };            v2f vert(a2v v){                v2f f;                f.pos = UnityObjectToClipPos(v.vertex);                f.uv.xy = v.texcoord.xy * _MainTex_ST.xy + _MainTex_ST.zw; //乘缩放,加编移                TANGENT_SPACE_ROTATION; //切线空间转换宏                f.lightDir = mul(rotation, ObjSpaceLightDir(v.vertex)).xyz;                f.viewDir = mul(rotation,ObjSpaceViewDir(v.vertex)).xyz;                return f;            }            fixed4 frag(v2f f):SV_Target{                fixed3 tangentLightDir = normalize(f.lightDir);                fixed3 tangentViewDir = normalize(f.viewDir);                fixed3 tangentNormal = UnpackNormal(tex2D(_BumpMap,f.uv));                tangentNormal.xy *= _BumpScale;                tangentNormal.z = sqrt(1.0-saturate(dot(tangentNormal.xy,tangentNormal.xy)));                fixed3 albedo = tex2D(_MainTex,f.uv).rgb * _Color.rgb;                fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.rgb * _Color.rgb;                fixed3 diffuse = _LightColor0 * albedo * max(0,dot(tangentLightDir,tangentNormal));                fixed3 halfDir = normalize(tangentLightDir + tangentViewDir);                fixed specularMask = tex2D(_SpecularMask,f.uv).r * _SpecularScale;                fixed3 specular = _LightColor0.rgb * _Specular.rgb * pow(max(0,dot(tangentNormal,halfDir)),_Gloss) * specularMask;                return fixed4(ambient + diffuse + specular,1.0);            }            ENDCG        }    }    Fallback "Diffuse"}
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