A.单张纹理应用
通常使用一张纹理来代替物体的漫反射颜色
纹理名_ST表示声明某个纹理的属性,name##_ST.xy 存储缩放值,name##_ST.zw存储偏移值。
结合之前的光照模型的单张纹理应用:
Shader "Single_Texture"{
Properties{
_Color ("Color Tint", Color) = (1, 1, 1, 1)
//_Maintex("Main Tex",2D)="white"{}
_MainTex ("Main Tex", 2D) = "white" {}
_Specular ("Specular",Color)=(1,1,1,1)
_Gloss("Gloss",Range(8.0,256)) = 20
}
SubShader{
Tags {"LightMode"="ForwardBase"}
Pass{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "Lighting.cginc"
fixed4 _Color;
sampler2D _MainTex;
float4 _MainTex_ST;
fixed4 _Specular;
float _Gloss;
struct a2v
{
float4 vertex :POSITION;
float3 normal :NORMAL;
float4 texcoord:TEXCOORD0;
};
struct v2f
{
float4 pos : SV_POSITION;
float3 worldNormal : TEXCOORD0;
float3 worldPos : TEXCOORD1;
float2 uv : TEXCOORD2;
};
v2f vert (a2v v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.worldNormal = UnityObjectToWorldNormal(v.normal);
o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
o.uv = v.texcoord.xy * _MainTex_ST.xy + _MainTex_ST.zw;
return o;
}
fixed4 frag (v2f i):SV_Target
{
fixed3 worldNormal = normalize(i.worldNormal);
fixed3 worldLightDir = normalize(UnityWorldSpaceLightDir(i.worldPos));
// Use the texture to sample the diffuse color
fixed3 albedo = tex2D(_MainTex, i.uv).rgb * _Color.rgb;
fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz * albedo;
fixed3 diffuse = _LightColor0.rgb * albedo * max(0, dot(worldNormal, worldLightDir));
fixed3 viewDir = normalize(UnityWorldSpaceViewDir(i.worldPos));
fixed3 halfDir = normalize(worldLightDir + viewDir);
fixed3 specular = _LightColor0.rgb * _Specular.rgb * pow(max(0, dot(worldNormal, halfDir)), _Gloss);
return fixed4(ambient + diffuse + specular, 1.0);
}
ENDCG
}
}
Fallback "Specular "
}
要点1:tex2D函数表示对纹理进行采样,param1是需要被采样的纹理,param2是float2类型的纹理坐标,返回计算得到的纹素值。
要点2:TRASFORM_TEX实在UnityCG.cginc中定义的:
//Transform 2D UV by scale/bias property
//param1是顶点的纹理坐标
//param2是纹理的名称
#define TRANSFORM_TEX(tex,name)(tex.xy * name##_ST.xy + name##_ST.zw)
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