Shader Lab-贴图
将贴图引入shader

实现(代码)
Shader"name"{
Properties{
_NameName("显示在面板上的名称",2D)="white"{}
_NameProp("泛泛无名之图",2D)="bump"{}
}
pass{
sampler2D _NameName;
sampler2D _NameProp;
struct a2v{
float4 name0:TEXCOORD0;
float3 name1:TEXCOORD1;
}
}
}
进行简单的diffuse漫反射运算

实现(代码)
vertex(){
vertex2fragment o;
o.pos = UnityObjectToClipPos(v.vertex);
o.worldNormal = UnityObjectToWorldNormal(v.normal);
o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
o.uv = TRANSFORM_TEX(v.texcoord,_MainTex);
}
fragment(){
fixed3 worldNormal = normalize(f.worldNormal);
fixed3 worldLightDir = normalize(UnityWorldSpaceLightDir(f.worldPos));
fixed3 albedo = tex2D(_MainTex, f.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(f.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);
}
更简单的diffuse

长代码块
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
// make fog work
#pragma multi_compile_fog
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
float3 normal:NORMAL;
};
struct v2f
{
float2 uv : TEXCOORD0;
UNITY_FOG_COORDS(1)
float4 vertex : SV_POSITION;
float3 normal:NORMAL;
};
sampler2D _MainTex;
float4 _MainTex_ST;
v2f vert(appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
o.normal = v.normal;
//UNITY_TRANSFER_FOG(o,o.vertex);
return o;
}
fixed4 frag(v2f i) : SV_Target
{
// sample the texture
fixed4 col = tex2D(_MainTex, i.uv);
// apply fog
//UNITY_APPLY_FOG(i.fogCoord, col);
float intensity = dot(_WorldSpaceLightPos0, i.normal);
intensity = smoothstep(0.125, 0.5, intensity);
intensity = clamp(intensity,0.375,1);
col *= intensity;
return col;
}
引入高度图/法线贴图
高度图&法线贴图本质上都是描述平面的高度信息,高度图更加直观,但法线贴图的效率更高

实现(代码)
Properties
{
_Color("Color", Color) = (1,1,1,1)
_MainTex("Albedo (RGB)", 2D) = "white" {}
_BumpMap("Normal Map", 2D) = "bump"{}
_BumpScale("Bump Scale", Float) = 1.0
_Specular("Specular",Color) = (1,1,1,1)
_Gloss("Gloss",Range(37.0,256.0)) = 37.0
}
SubShader
{
Tags { "LightMode" = "ForwardBase" }
LOD 200
pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "Lighting.cginc"
// 声明properties里对应的变量,从而和材质面板里的属性建立联系
fixed4 _Color;
sampler2D _MainTex;
float4 _MainTex_ST; // 纹理名_ST (缩放-平移)
sampler2D _BumpMap;
float4 _BumpMap_ST; // 纹理名_ST (缩放-平移)
float _BumpScale;
fixed4 _Specular;
float _Gloss;
struct application2vertex
{
float4 vertex:POSITION;
float3 normal:NORMAL;
float4 tangent:TANGENT;
float4 texcoord:TEXCOORD0;
};
struct vertex2fragment
{
float4 pos:SV_POSITION;
float3 worldNormal:TEXCOORD0;
float3 worldPos:TEXCOORD1;
float4 uv:TEXCOORD2;
float3 lightDir:TEXCOORD3;
float3 viewDir:TEXCOORD4;
};
vertex2fragment vert(application2vertex v)
{
vertex2fragment 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;
// o.uv=TRANSFORM_TEX(v.texcoord,_MainTex);
// 凹凸贴图
o.uv.xy = v.texcoord.xy * _MainTex_ST.xy + _MainTex_ST.zw;
o.uv.zw = v.texcoord.xy * _BumpMap_ST.xy + _BumpMap_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(vertex2fragment f) :SV_Target
{
fixed3 worldNormal = normalize(f.worldNormal);
fixed3 worldLightDir = normalize(UnityWorldSpaceLightDir(f.worldPos));
// 凹凸贴图
fixed3 tangentLightDir = normalize(f.lightDir);
fixed3 tangentViewDir = normalize(f.viewDir);
fixed4 packedNormal = tex2D(_BumpMap, f.uv.zw);
fixed3 tangentNormal;
tangentNormal.xy = (packedNormal.xy * 2 - 1) * _BumpScale;
tangentNormal.z = sqrt(1.0 - saturate(dot(tangentNormal.xy, tangentNormal.xy)));
// 移动到底部
fixed3 albedo = tex2D(_MainTex, f.uv).rgb * _Color.rgb;
fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz * albedo;
fixed3 diffuse = _LightColor0.rgb * albedo * max(0, dot(tangentNormal, tangentLightDir));
fixed3 viewDir = normalize(UnityWorldSpaceViewDir(f.worldPos));
fixed3 halfDir = normalize(tangentLightDir + tangentViewDir);
fixed3 specular = _LightColor0.rgb * _Specular.rgb * pow(max(0, dot(tangentNormal, halfDir)), _Gloss);
return fixed4(ambient + diffuse + specular, 1.0);
}
ENDCG
}
}
其他
如果必须使用分支判断语句:
- 尽量使条件变量为常数
- 减少分支中的操作指令数
- 减少分支的嵌套层数