光照模型中法线纹理的使用
其实就是让法线纹理中的法线替代了原模型的顶点法线
切线空间中计算
将切线空间转换到世界空间
Shader "Unlit/NormalMap_WorldSpace"
{
Properties
{
_Color("Color",Color) = (1.0,1.0,1.0,1.0)
_MainTex("Main Tex",2D) = "white"{}
_BumpTex("Bump Tex",2D) = "Bump"{}
_BumpScale("Bump Scale",float) = -0.8
_Specular("Specular",Color) = (1.0,1.0,1.0,1.0)
_Gloss("Gloss",Range(30.0,100)) = 30.0
}
SubShader
{
Pass
{
Tags{"LightModel"="ForwardBase"}
CGPROGRAM
#include "Lighting.cginc"
#include "UnityCG.cginc"
#pragma vertex vert
#pragma fragment frag
fixed4 _Color;
sampler2D _MainTex;
float4 _MainTex_ST;
sampler2D _BumpTex;
float4 _BumpTex_ST;
float _BumpScale;
float _Gloss;
fixed3 _Specular;
struct a2v
{
float4 vertex:POSITION;
float3 normal:NORMAL;
float4 tangent:TANGENT;
float4 texcoord:TEXCOORD0;
};
struct a2f
{
float4 pos:SV_POSITION;
float4 uv:TEXCOORD0;
float4 tToW0:TEXCOORD1;
float4 tToW1:TEXCOORD2;
float4 tToW2:TEXCOORD3;
};
a2f vert(a2v v)
{
a2f o;
o.pos = UnityObjectToClipPos(v.vertex);
float3 worldPos = mul(unity_ObjectToWorld,v.vertex);
float3 worldNormal = UnityObjectToWorldNormal(v.normal);
float3 tangentWorld = UnityObjectToWorldDir(v.tangent.xyz);
float3 binormalWorld = cross(worldNormal,tangentWorld) * v.tangent.w;
// 构建从切线空间到世界空间的矩阵
o.tToW0 = float4(tangentWorld.x,binormalWorld.x,worldNormal.x,worldPos.x);
o.tToW1 = float4(tangentWorld.y,binormalWorld.y,worldNormal.y,worldPos.y);
o.tToW2 = float4(tangentWorld.z,binormalWorld.z,worldNormal.z,worldPos.z);
o.uv.xy = v.texcoord.xy * _MainTex_ST.xy + _MainTex_ST.zw;
o.uv.zw = v.texcoord.xy * _BumpTex_ST.xy + _BumpTex_ST.zw;
return o;
}
fixed4 frag(a2f i):SV_TARGET
{
float3 worldPos = float3(i.tToW0.w,i.tToW1.w,i.tToW2.w);
fixed3 worldLightDir = normalize(UnityWorldSpaceLightDir(worldPos));
fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));
//时刻注意这个法线纹理中的法线都是切线空间的,并且是单位向量,所以它们的模是1
//在XY方向上扰动(其实就是伸缩)其实就是改变了法线向量的长度,从而控制表面的凹凸程度
fixed3 packedNormal = UnpackNormal(tex2D(_BumpTex,i.uv.zw));
packedNormal.xy *= _BumpScale;
packedNormal.z = sqrt(1-saturate(dot(packedNormal.xy,packedNormal.xy)));
fixed3 worldNormal = half3(dot(i.tToW0.xyz,packedNormal),dot(i.tToW1.xyz,packedNormal),dot(i.tToW2,packedNormal));
fixed3 albedo = tex2D(_MainTex,i.uv.xy).rgb * _Color;//替代了漫反射颜色
fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT * albedo;
fixed3 diffuse = _LightColor0.rgb * albedo * saturate(dot(worldNormal,worldLightDir));
fixed3 halfNormal = normalize(worldLightDir + worldViewDir);
fixed3 specular = _LightColor0.rgb * _Specular.rgb * pow(saturate(dot(worldNormal,halfNormal)),_Gloss);
return fixed4(ambient+diffuse+specular,1.0);
}
ENDCG
}
}
Fallback "Specular"
}
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