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Shader法線貼圖

法線貼圖,在切線空間下計算(Cubemap環境對映不可以用,要用世界空間下計算) 參考 《unity shader 入門精要》

// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'

Shader "Book/07.TangentNormal"
{
//法線貼圖
	Properties
	{
		_Color ("Color Tint",Color)=(1,1,1,1)
		_MainTex ("Main Tex", 2D) = "white" {}
		_BumpMap("Normal Map"
,2D) = "white" {} _BumpScale("Bump Scale",Float) = 1.0 _Specular("Specular",Color) = (1,1,1,1) _Gloss("Gloss",Range(8.0,256)) = 20 } SubShader { Pass { Tags { "LightMode"="ForwardBase" } CGPROGRAM #pragma vertex vert #pragma fragment frag // make fog work //#pragma multi_compile_fog
#include "UnityCG.cginc" #include "Lighting.cginc" float4 _Color,_Specular; sampler2D _MainTex; sampler2D _BumpMap; float _BumpScale,_Gloss; float4 _MainTex_ST; float4 _BumpMap_ST; struct a2v { float4 vertex : POSITION; float3 normal: NORMAL; float4 tangent:
TANGENT; float2 texcoord : TEXCOORD0; }; struct v2f { float4 pos : SV_POSITION; float4 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; o.uv.zw = v.texcoord.xy*_BumpMap_ST.xy + _BumpMap_ST.zw; float3 binormal = cross(v.normal,v.tangent.xyz)*v.tangent.w; float3x3 rotation = float3x3(v.tangent.xyz,binormal,v.normal); //TANGENT_SPACE_ROTATION; //將光源位置減去頂點位置,這樣就得到光照方向了 — 但是我們應該首先將頂點位置乘上光源的w分量,如果是平行光,w分量為0,得到的結果為0,說明頂點位置全變為(0.0, 0.0, 0.0)了,這樣光照方向就是光源本身的位置(return objSpaceLightPos.xyz)。對於點光源,w為1,所以乘上頂點位置後,頂點位置無變化,這樣計算的光照方向就是(return objSpaceLightPos.xyz – v.xyz)。 float3 lightDir = mul(unity_WorldToObject,_WorldSpaceLightPos0).xyz - v.vertex*_WorldSpaceLightPos0.w; o.lightDir = mul(rotation,lightDir); float3 viewDir = mul(unity_WorldToObject,float4(_WorldSpaceCameraPos,1)).xyz-v.vertex.xyz; o.viewDir = mul(rotation,viewDir); o.viewDir = normalize(o.viewDir); o.lightDir = normalize(o.lightDir); return o; } fixed4 frag (v2f i) : SV_Target { i.viewDir = normalize(i.viewDir); i.lightDir = normalize(i.lightDir); //uppack normal fixed3 tangentNormal; fixed4 packedNormal = tex2D(_BumpMap,i.uv.zw); #if defined(UNITY_NO_DXT5nm) tangentNormal.xyz = packedNormal.xyz*2 -1; #else // --rgba -- xyzw //DXTnm 格式中a通道(即w分量)對應發現x分量,g通道(即y分量)對應發現y分量, //tangentNormal.xy = packedNormal.ag*2 -1; tangentNormal.xy = packedNormal.wy*2 -1; tangentNormal=tangentNormal* _BumpScale; tangentNormal.z = sqrt(1.0-max(0,dot(tangentNormal.xy,tangentNormal.xy))); #endif 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,i.lightDir)); fixed3 halfDir = normalize(i.lightDir+i.viewDir); fixed3 specular = _LightColor0.rgb*_Specular.rgb*pow(max(0,dot(tangentNormal,halfDir)),_Gloss); return fixed4(ambient+diffuse+specular,1.0); } ENDCG } } FallBack "Specular" }