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遮罩纹理_MaskTexture

遮罩纹理_MaskTexture

作者: Rayson | 来源:发表于2020-06-15 15:52 被阅读0次
    Shader "Unlit/MaskTexture"
    {
        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
            _SpecularMask ("Specular Mask", 2D) = "white" {}
            _SpecularScale ("Specular Scale", Float) = 1.0
            _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;
                sampler2D _BumpMap;
                float _BumpScale;
                sampler2D _SpecularMask;
                float _SpecularScale;
                fixed4 _Specular;
                float _Gloss;
    
                struct a2v{
    
                    float4 vertex : POSITION;
                    float3 normal : NORMAL;
                    float4 tangent : TANGENT;
                    float4 texcoord : TEXCOORD0;
                };
    
                struct v2f{
    
                    float4 pos:SV_POSITION;
                    float2 uv : TEXCOORD0;
                    float3 lightDir :TEXCOORD1;
                    float3 viewDir :TEXCOORD2;
    
                };
    
                v2f vert (a2v v)
                {
                    v2f o;
                    o.pos = UnityObjectToClipPos(v.vertex);
    
                    o.uv.xy = v.texcoord.xy * _MainTex_ST.xy + _MainTex_ST.zw;
    
    
                    TANGENT_SPACE_ROTATION;
    
                    o.lightDir = mul(rotation,ObjSpaceLightDir(v.vertex)).xyz;
                    o.viewDir = mul(rotation, ObjSpaceViewDir(v.vertex)).xyz;
                    
                    return o;
    
                }                                       
    
                fixed4 frag(v2f i) :SV_Target
                {
                     fixed3 tangentLightDir = normalize(i.lightDir);
                     fixed3 tangentViewDir = normalize(i.viewDir);
                
                    fixed3 tangentNormal = UnpackNormal(tex2D(_BumpMap,i.uv));
    
                    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 specularMask = tex2D(_SpecularMask,i.uv).r* _SpecularScale;
    
                    fixed3 specular = _LightColor0.rgb *albedo* pow(max(0, dot(tangentNormal, halfDir)),_Gloss)*specularMask;
    
                    return fixed4(ambient + diffuse + specular, 1.0);
    
                }
                 
                ENDCG
            }
                
            
            }
    
        FallBack "Specular"
    }
    
    效果

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          本文标题:遮罩纹理_MaskTexture

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