shader之——单光源,法线,高光,+cubeMap
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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) _Cubemap ("Cubemap",Cube) = ""{} ///// } 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; samplerCUBE _Cubemap; 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; float3x3 tangentTransform:TEXCOORD2; LIGHTING_COORDS(3,4) }; ///需要把顶点着色器中的切线空间转化为世界空间 ///或者把世界空间的所有向量转化为切线空间 v2f vert (VertexInput v) { v2f o ; o.pos = UnityObjectToClipPos(v.vertex ); o.uv =TRANSFORM_TEX(v.uv, _MainTex); //求世界法线三件套 float3 normal =normalize( UnityObjectToWorldNormal(v.normal)); float3 tangentDir = normalize( mul( unity_ObjectToWorld, float4( v.tangent.xyz, 0.0 ) ).xyz );//切线空间转化为世界空间 float3 bitangentDir = normalize(cross(normal, tangentDir) * v.tangent.w);//切线 法线 计算副切线 //得出结合切线的世界法线 o.tangentTransform = float3x3( tangentDir, bitangentDir, normal); //物体世界坐标 o.posWorld = mul(unity_ObjectToWorld, v.vertex); TRANSFER_VERTEX_TO_FRAGMENT(o) return o; } float4 frag(v2f i) : COLOR { float3 BumpMap = UnpackNormal(tex2D(_Bump,i.uv)); float3 N = normalize(mul( BumpMap.rgb, i.tangentTransform )); //根据模型的世界法线 将法线贴图转换为世界空间 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:cubMap half3 worldRefl = reflect (-V,N);///// half3 cube=texCUBE(_Cubemap, worldRefl).rgb;//////////// 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 + specular0 + cube*col.a;///// return col; } ENDCG } } FallBack "Diffuse"}
//真正运用的时候,还是需要把一些计算放到顶点着色器里,让效率达到最高
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