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unity shader 凹凸纹理

unity shader 凹凸纹理

作者: 陈_筱英 | 来源:发表于2018-01-25 19:16 被阅读166次

    有经常看到用unityshader来模仿物体表面的凹凸纹理。

    具体的shader代码如下:

    Shader "Aotushader" {

    Properties {

    _Color ("Color Tint", Color) = (1, 1, 1, 1)

    _MainTex ("Main Tex", 2D) = "white" {}

    _BumpMap ("Normal Map", 2D) = "bump" {}

    _BumpScale ("Bump Scale", Float) = 1.0     //法线贴图

    _Specular ("Specular", Color) = (1, 1, 1, 1)

    _Gloss ("Gloss", Range(8.0, 256)) = 20

    }

    SubShader {

    Pass {

    Tags { "LightMode"="ForwardBase" }

    CGPROGRAM

    #pragma vertex vert

    #pragma fragment frag

    #include "Lighting.cginc"

    fixed4 _Color;

    sampler2D _MainTex;

    float4 _MainTex_ST;

    sampler2D _BumpMap;

    float4 _BumpMap_ST;

    float _BumpScale;

    fixed4 _Specular;

    float _Gloss;

    struct a2v {

    float4 vertex : POSITION;

    float3 normal : NORMAL;

    float4 tangent : TANGENT;

    float4 texcoord : TEXCOORD0;

    };

    struct v2f {

    float4 pos : SV_POSITION;

    float4 uv : TEXCOORD0;

    float3 lightDir: TEXCOORD1;

    float3 viewDir : TEXCOORD2;

    };

    v2f vert(a2v v) {

    v2f o;

    o.pos = mul(UNITY_MATRIX_MVP, v.vertex);

    o.uv.xy = v.texcoord.xy * _MainTex_ST.xy + _MainTex_ST.zw;

    o.uv.zw = v.texcoord.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;

    fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);

    fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz); 

    fixed3 worldBinormal = cross(worldNormal, worldTangent) * v.tangent.w;

    float4x4 tangentToWorld = float4x4(worldTangent.x, worldBinormal.x, worldNormal.x, 0.0,

      worldTangent.y, worldBinormal.y, worldNormal.y, 0.0,

      worldTangent.z, worldBinormal.z, worldNormal.z, 0.0,

      0.0, 0.0, 0.0, 1.0);

    float3x3 worldToTangent = inverse(tangentToWorld);

    // Transform the light and view dir from world space to tangent space

    o.lightDir = mul(worldToTangent, WorldSpaceLightDir(v.vertex));

    o.viewDir = mul(worldToTangent, WorldSpaceViewDir(v.vertex));

    return o;

    }

    fixed4 frag(v2f i) : SV_Target {

    fixed3 tangentLightDir = normalize(i.lightDir);

    fixed3 tangentViewDir = normalize(i.viewDir);

    // Get the texel in the normal map

    fixed4 packedNormal = tex2D(_BumpMap, i.uv.zw);

    fixed3 tangentNormal;

    tangentNormal = UnpackNormal(packedNormal);

    tangentNormal.xy *= _BumpScale;

    tangentNormal.z = sqrt(1.0 - saturate(dot(tangentNormal.xy, tangentNormal.xy)));

    fixed3 albedo = tex2D(_MainTex, i.uv).rgb * _Color.rgb;

    fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz * albedo;

    fixed3 diffuse = _LightColor0.rgb * albedo * max(0, dot(tangentNormal, tangentLightDir));

    fixed3 halfDir = normalize(tangentLightDir + tangentViewDir);

    fixed3 specular = _LightColor0.rgb * _Specular.rgb * pow(max(0, dot(tangentNormal, halfDir)), _Gloss);

    return fixed4(ambient + diffuse + specular, 1.0);

    }

    ENDCG

    }

    }

    FallBack "Specular"

    最终效果:

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