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【Unity Shader入门精要学习】基础纹理(五)

【Unity Shader入门精要学习】基础纹理(五)

作者: 小王子称号发放NPC | 来源:发表于2019-09-15 14:40 被阅读0次

    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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