unity shader——基础纹理
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2022-06-11 07:53:10
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一、单张纹理
使用一张纹理来代替物体的漫反射颜色
// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "ShaderLearning/Ch07/Ch07-SingleTexture"
{
Properties
{
_Color ("Clolor Tint",Color) = (1,1,1,1)
_MainTex ("Main Tex",2D) = "white" {}
_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
#include "Lighting.cginc"
fixed4 _Color;
sampler2D _MainTex;
float4 _MainTex_ST; //_MainTex_ST.xy存储缩放值,_MainTex_ST.zw存储偏移值
fixed4 _Specular;
float _Gloss;
struct a2v
{
float4 vertex : POSITION;
float3 normal : NORMAL;
float4 texcoord : TEXCOORD0; //存储模型的第一组纹理坐标
};
struct v2f
{
float4 pos : SV_POSITION;
float3 worldNormal : TEXCOORD0;
float3 worldPos : TEXCOORD1;
float2 uv : TEXCOORD2; //存储纹理坐标
};
v2f vert(a2v v)
{
v2f 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);
return o;
}
fixed4 frag(v2f i) : SV_Target
{
fixed3 worldNormal = normalize(i.worldNormal); //世界空间下法线方向
fixed3 worldLightDir = normalize(UnityWorldSpaceLightDir(i.worldPos)); //世界空间下光照方向
fixed3 albedo = tex2D(_MainTex,i.uv).rgb * _Color.rgb; //材质的反射率
fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz * albedo; //环境光
fixed3 diffuse = _LightColor0.rgb * albedo * max(0,dot(worldNormal,worldLightDir)); //漫反射
fixed3 viewDir = normalize(UnityWorldSpaceViewDir(i.worldPos)); //世界空间下视角方向
fixed3 halfDir = normalize(worldLightDir + viewDir);
fixed3 specular = _LightColor0.rgb * _Specular.rgb * pow(max(0,dot(worldNormal,halfDir)),_Gloss); //高光反射计算公式
return fixed4(ambient + diffuse + specular,1.0);
}
ENDCG
}
}
FallBack "Specular"
}
二、凹凸映射
使用一张纹理来修改模型表面的法线,以便为模型提供更多的细节
1.在切线空间下计算
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "ShaderLearning/Ch07/Ch07-NormalMapTangentSpace"
{
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
_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
#include "Lighting.cginc"
fixed4 _Color;
sampler2D _MainTex;
float4 _MainTex_ST;
sampler2D _BumpMap;
float4 _BumpMap_ST;
float _BumpScale;
float4 _Specular;
float _Gloss;
struct a2v
{
float4 vertex : POSITION;
float3 normal : NORMAL;
float4 tangent : TANGENT; //获取顶点的切线方向
float4 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(normalize(v.normal),normalize(v.tangent.xyz)) * v.tangent.w; //获取副切线
//创建一个从模型空间到切线空间的转换矩阵
float3x3 rotation = float3x3(v.tangent.xyz,binormal,v.normal);
//或者使用内置函数TANGENT_SPACE_ROTATION;
//获取切线空间下光线方向
o.lightDir = mul(rotation,ObjSpaceLightDir(v.vertex)).xyz;
//获取切线空间下视角方向
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);
fixed4 packedNormal = tex2D(_BumpMap,i.uv.zw);
fixed3 tangentNormal;
////如果贴图没在设置中被标记为“Normal Map”
//tangentNormal.xy = (packedNormal.xy * 2 - 1) * _BumpScale;
//tangentNormal.z = sqrt(1.0 - saturate(dot(tangentNormal.xy,tangentNormal.xy)));
//如果贴图在设置中被标记为“Normal Map”,使用内置函数
tangentNormal = UnpackNormal(packedNormal);
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; //环境光
fixed3 diffuse = _LightColor0.rgb * albedo * max(0,dot(tangentNormal,tangentLightDir)); //漫反射
fixed3 halfDir = normalize(tangentLightDir + tangentViewDir);
fixed3 specular = _LightColor0.rgb * _Specular.rgb * pow(max(0,dot(tangentNormal,halfDir)),_Gloss); //高光反射
return fixed4(ambient + diffuse + specular,1.0);
}
ENDCG
}
}
FallBack "Specular"
}
2.在世界空间下计算
// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "ShaderLearning/Ch07/Ch07-NormalMapWorldSpace"
{
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
_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
#include "Lighting.cginc"
fixed4 _Color;
sampler2D _MainTex;
float4 _MainTex_ST;
sampler2D _BumpMap;
float4 _BumpMap_ST;
float _BumpScale;
float4 _Specular;
float _Gloss;
struct a2v
{
float4 vertex : POSITION;
float3 normal : NORMAL;
float4 tangent : TANGENT; //获取顶点的切线方向
float4 texcoord : TEXCOORD0;
};
struct v2f
{
float4 pos : SV_POSITION;
float4 uv : TEXCOORD0;
float4 TtoW0 : TEXCOORD1;
float4 TtoW1 : TEXCOORD2;
float4 TtoW2 : TEXCOORD3;
};
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 worldPos = mul(unity_ObjectToWorld,v.vertex).xyz;
float3 worldNormal = UnityObjectToWorldNormal(v.normal);
fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);
fixed3 worldBinormal = cross(worldNormal,worldTangent) * v.tangent.w;
//计算从切线空间到世界空间的3*3转换矩阵,把每一行放在一个TtoW中,并把世界空间下的顶点坐标xyz分别存放在三个变量的w中
o.TtoW0 = float4(worldTangent.x,worldBinormal.x,worldNormal.x,worldPos.x);
o.TtoW1 = float4(worldTangent.y,worldBinormal.y,worldNormal.y,worldPos.x);
o.TtoW2 = float4(worldTangent.z,worldBinormal.z,worldNormal.z,worldPos.x);
return o;
}
fixed4 frag(v2f i) : SV_Target
{
//获取世界空间下的顶点坐标
float3 worldPos = float3(i.TtoW0.w,i.TtoW1.w,i.TtoW2.w);
//得到世界空间下的光线方向和视角方向
fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));
fixed3 viewDir = normalize(UnityWorldSpaceViewDir(worldPos));
//得到在切线空间下的法线
fixed3 bump = UnpackNormal(tex2D(_BumpMap,i.uv.zw));
bump.xy *= _BumpScale;
bump.z = sqrt(1.0 - saturate(dot(bump.xy,bump.xy)));
//使用TtoW0、TtoW1、TtoW2存储的变换矩阵把法线变换到世界空间下
bump = normalize(half3(dot(i.TtoW0.xyz,bump),dot(i.TtoW1.xyz,bump),dot(i.TtoW2.xyz,bump)));
fixed3 albedo = tex2D(_MainTex,i.uv).rgb * _Color.rgb;
fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz * albedo; //环境光
fixed3 diffuse = _LightColor0.rgb * albedo * max(0,dot(bump,lightDir)); //漫反射
fixed3 halfDir = normalize(lightDir + viewDir);
fixed3 specular = _LightColor0.rgb * _Specular.rgb * pow(max(0,dot(bump,halfDir)),_Gloss); //高光反射
return fixed4(ambient + diffuse + specular,1.0);
}
ENDCG
}
}
FallBack "Specular"
}
三、渐变纹理
使用一个渐变纹理,把从渐变纹理采样得到的颜色和材质颜色_Color相乘,得到最终的漫反射颜色
// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "ShaderLearning/Ch07/Ch07-RampTexture"
{
Properties
{
_Color ("Color Tint",Color) = (1,1,1,1)
_RampTex ("Ramp Tex",2D) = "white"{}
_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
#include "Lighting.cginc"
fixed4 _Color;
sampler2D _RampTex;
float4 _RampTex_ST;
fixed4 _Specular;
float _Gloss;
struct a2v
{
float4 vertex : POSITION;
float3 normal : NORMAL;
float4 texcoord : TEXCOORD0;
};
struct v2f
{
float4 pos : SV_POSITION;
float3 worldNormal : TEXCOORD0;
float3 worldPos : TEXCOORD1;
float2 uv : TEXCOORD2;
};
v2f vert(a2v v)
{
v2f 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,_RampTex);
return o;
}
fixed4 frag(v2f i) : SV_Target
{
fixed3 worldNormal = normalize(i.worldNormal);
fixed3 worldLightDir = normalize(UnityWorldSpaceLightDir(i.worldPos));
fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz;
//使用贴图做环境光取样
fixed halfLambert = 0.5 * dot(worldNormal,worldLightDir) + 0.5;
fixed3 diffuseColor = tex2D(_RampTex,fixed2(halfLambert,halfLambert)).rgb * _Color.rgb;
fixed3 diffuse = _LightColor0.rgb * diffuseColor;
fixed3 viewDir = normalize(UnityWorldSpaceViewDir(i.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);
}
ENDCG
}
}
Fallback "Specular"
}
四、遮罩纹理
通过采样得到遮罩纹理的纹素值,然后使用其中某个(或某几个)通道的值(例如texel.r)来与某种表面属性进行相乘,这样,当该通道的值为0时,可以保护表面不受该属性的影响。总而言之,使用遮罩纹理可以让美术人员更加精确(像素级别)地控制模型表面的各种性质。
// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "ShaderLearning/Ch07/Ch07-MaskTexture"
{
Properties
{
_Color ("Clolor 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
{
Pass
{
Tags { "LightMode" = "ForwardBase"}
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "Lighting.cginc"
fixed4 _Color;
sampler2D _MainTex;
float4 _MainTex_ST; //_MainTex_ST.xy存储缩放值,_MainTex_ST.zw存储偏移值
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; //存储模型的第一组纹理坐标
};
struct v2f
{
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0; //存储纹理坐标
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); //世界空间下法线方向
fixed3 tangentViewDir = normalize(i.viewDir); //世界空间下光照方向
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; //材质的反射率
fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz * albedo; //环境光
fixed3 diffuse = _LightColor0.rgb * albedo * max(0,dot(tangentNormal,tangentLightDir)); //漫反射
fixed3 halfDir = normalize(tangentLightDir + tangentViewDir);
fixed specularMask = tex2D(_SpecularMask,i.uv).r * _SpecularScale;
fixed3 specular = _LightColor0.rgb * _Specular.rgb * pow(max(0,dot(tangentNormal,halfDir)),_Gloss) * specularMask; //高光反射计算公式
return fixed4(ambient + diffuse + specular,1.0);
}
ENDCG
}
}
FallBack "Specular"
}