shader代码
这段代码是在之前的光照shader基础之上弄的
// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
Shader "Custom/TextureFirst"
{
Properties
{
_Color("_MainColor",Color) = (1,1,1,1)
_Diffuse ("_DiffuseColor", Color) = (1,1,1,1)
_ValveIndex("ValveIndex",Range(0,1)) = 0.5
_Specular("_SpecularColor",Color) = (1,1,1,1)
_Glossness("Glossness",Range(1.0,256))=8.0
_MainTex("MainTex", 2D) = "black"{}
}
SubShader
{
Tags {
"RenderType" = "Opaque"
"LightMode" = "ForwardBase"
}
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
// make fog work
#pragma multi_compile_fog
#include "UnityCG.cginc"
#include "Lighting.cginc"
fixed4 _Diffuse;
float _ValveIndex;
fixed4 _Specular;
float _Glossness;
sampler2D _MainTex;
float4 _MainTex_ST;
fixed4 _Color;
struct a2v
{
float4 vertex : POSITION;
float3 normal:NORMAL;
float4 texcoord : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
UNITY_FOG_COORDS(1)
float4 Pos : SV_POSITION;
float3 color:COLOR;
float3 worldNormal: TEXCOORD1;
float3 WordPos: TEXCOORD2;
};
v2f vert (a2v v)
{
v2f o;
o.Pos = UnityObjectToClipPos(v.vertex);
//o.uv = TRANSFORM_TEX(v.uv, _MainTex);
o.uv = v.texcoord.xy * _MainTex_ST.xy + _MainTex_ST.zw;
o.worldNormal = normalize(mul((float3x3)unity_ObjectToWorld, v.normal));
o.WordPos = normalize(mul((float3x3)unity_ObjectToWorld, v.vertex));
return o;
}
fixed4 frag (v2f i) : SV_Target
{
float3 nDir = normalize(i.worldNormal);//用法线贴图修正法线
float3 lDir = normalize(UnityWorldSpaceLightDir(i.WordPos));
float3 reflectDir = normalize(reflect(-lDir,i.worldNormal));
float3 viewDir = normalize(UnityWorldSpaceViewDir(i.WordPos));
fixed3 albedo = tex2D(_MainTex,i.uv).rgb * _Color.rgb;
fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz * albedo.rgb;
fixed3 specular = _LightColor0 * albedo.rgb * pow(saturate(dot(viewDir, reflectDir)),_Glossness);
fixed3 diffuse = _LightColor0 * _Diffuse * saturate(dot(nDir, lDir)* _ValveIndex + (1 - _ValveIndex) );
float3 color = ambient + diffuse + specular;
return fixed4(color,1);
}
ENDCG
}
}
}
需要注意的东西
这里面主要以下几个地方需要注意
- 纹理的属性声明
_MainTex("MainTex", 2D) = "black"{}
- 纹理的采样引用声明
sampler2D _MainTex;
- 纹理ST声明
这个名字不是随便取的,是在纹理采样名字加上_ST后缀,
_MainTex_ST中,其中_MainTex_ST.xy存储的是纹理的缩放,_MainTex_ST.zw存储的是纹理的位移
float4 _MainTex_ST;//
QQ截图20180424154944.jpg
- 纹理转换
我们使用如下方式进行纹理转换
o.uv = v.uv.xy * _MainTex_ST.xy + _MainTex_ST.zw;
或者你可以直接调用unity的内部shader函数实现转换功能
o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
- 纹理采样
fixed3 albedo = tex2D(_MainTex,i.uv).rgb ;
网友评论