Unity Custom PBR材质
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2022-06-10 23:26:55
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自定义 PBR(MetallicBased) 材质
说明:
带有法线贴图,带有metallic based PBR map。基于物理渲染,可完善的使用mixedlighting。
包含三张贴图
Albedo:
- RGBA
Materialmap:
- R=预留
- G=roughness
- B=预留
- A=metallic
NormalMap:
- RGB=NormalMap
代码块:
物理材质:
Shader "WH40K/Static/Static_Metal_200" {
Properties {
_Color ("Color", Color) = (1,1,1,1)
_MainTex ("Albedo (RGB)", 2D) = "white" {}
_Glossiness ("Smoothness", Range(0,1)) = 0.7
_MaterialMap ("Material", 2D) = "white" {}
_BumpMap ("NormalMap", 2D) ="bump"{}
}
SubShader {
Tags { "RenderType"="Opaque" }
LOD 200
CGPROGRAM
// Physically based Standard lighting model, and enable shadows on all light types
#pragma surface surf Standard fullforwardshadows
// Use shader model 3.0 target, to get nicer looking lighting
#pragma target 3.0
sampler2D _MainTex;
sampler2D _MaterialMap;
sampler2D _BumpMap;
struct Input {
float2 uv_MainTex;
float2 uv_MaterialMap;
float2 uv_BumpMap;
};
half _Glossiness;
half _Metallic;
fixed4 _Color;
// Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader.
// See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing.
// #pragma instancing_options assumeuniformscaling
UNITY_INSTANCING_CBUFFER_START(Props)
// put more per-instance properties here
UNITY_INSTANCING_CBUFFER_END
void surf (Input IN, inout SurfaceOutputStandard o) {
// Albedo comes from a texture tinted by color
fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
fixed4 m = tex2D (_MaterialMap, IN.uv_MaterialMap);
o.Albedo = c.rgb;
o.Smoothness = (1-m.g)*_Glossiness;
o.Metallic = m.a;
o.Alpha = c.a;
o.Normal = UnpackNormal (tex2D (_BumpMap, IN.uv_BumpMap));
}
ENDCG
}
FallBack "Diffuse"
}
非物理材质
Shader "WH40K/Static/Static_Metal_100" {
Properties {
_Color ("Color", Color) = (1,1,1,1)
_MainTex ("Albedo (RGB)", 2D) = "white" {}
_Glossiness ("Smoothness", Range(0,1)) = 0.7
_MaterialMap ("Material", 2D) = "white" {}
_BumpMap ("NormalMap", 2D) ="bump"{}
}
SubShader {
Tags { "RenderType"="Opaque" }
LOD 100
CGPROGRAM
#pragma surface surf WH40KBlinnPhong exclude_path:prepass noforwardadd halfasview interpolateview
//定义变量
sampler2D _MainTex;
sampler2D _MaterialMap;
sampler2D _BumpMap;
fixed _Glossiness;
fixed _Gloss;
half _Specular;
fixed4 _Color;
//定义光照模型
inline fixed4 WH40KBlinnPhongLight (SurfaceOutput s, half3 viewDir, UnityLight light)
{
half3 h = normalize (light.dir + viewDir);
fixed diff = max (0, dot (s.Normal, light.dir));
float nh = max (0, dot (s.Normal, h));
float spec = pow (nh, s.Specular*128.0) * s.Gloss;
fixed4 c;
//加0.1来对冲没有环境光的色差
c.rgb = s.Albedo * light.color * diff + light.color * spec+0.1;
c.a = s.Alpha;
return c;
}
inline fixed4 LightingWH40KBlinnPhong (SurfaceOutput s, half3 viewDir, UnityGI gi)
{
fixed4 c;
c = WH40KBlinnPhongLight (s, viewDir, gi.light);
#if defined(DIRLIGHTMAP_SEPARATE)
#ifdef LIGHTMAP_ON
c += WH40KBlinnPhongLight (s, viewDir, gi.light2);
#endif
#ifdef DYNAMICLIGHTMAP_ON
c += WH40KBlinnPhongLight (s, viewDir, gi.light3);
#endif
#endif
#ifdef UNITY_LIGHT_FUNCTION_APPLY_INDIRECT
c.rgb += s.Albedo * gi.indirect.diffuse;
#endif
return c;
}
inline void LightingWH40KBlinnPhong_GI (
SurfaceOutput s,
UnityGIInput data,
inout UnityGI gi)
{
gi = UnityGlobalIllumination (data, 1.0, s.Normal);
}
inline fixed4 LightingWH40KBlinnPhong_PrePass (SurfaceOutput s, half4 light)
{
fixed spec = light.a * s.Gloss;
fixed4 c;
c.rgb = (s.Albedo * light.rgb + light.rgb * _SpecColor.rgb * spec);
c.a = s.Alpha;
return c;
}
// Use shader model 3.0 target, to get nicer looking lighting
//#pragma target 3.0
//定义 Input 结构体
struct Input {
float2 uv_MainTex;
float2 uv_BumpMap;
};
// Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader.
// See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing.
// #pragma instancing_options assumeuniformscaling
UNITY_INSTANCING_CBUFFER_START(Props)
// put more per-instance properties here
UNITY_INSTANCING_CBUFFER_END
void surf (Input IN, inout SurfaceOutput o) {
fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
fixed4 m = tex2D (_MaterialMap, IN.uv_MainTex);
o.Albedo = tex2D (_MainTex, IN.uv_MainTex).rgb;
o.Specular = m.g;
o.Gloss = (1-m.g)*_Glossiness;
o.Alpha = c.a;
o.Normal = UnpackNormal (tex2D (_BumpMap, IN.uv_BumpMap));
}
ENDCG
}
FallBack "Diffuse"
}
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