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  • Unity shader学习之标准的Unity shader

    包含光照,可处理多个光源,有光照衰减和阴影的shader,代码如下:

    转载请注明出处:http://www.cnblogs.com/jietian331/p/7199311.html

    Shader "Custom/Bumped Specular"
    {
        Properties
        {
            _MainTex("Main Texture", 2D) = "white" {}
            _NormalMap("Normal Map", 2D) = "bump" {}
            _Specular("Specular", Color) = (1,1,1,1)
            _Gloss("Gloss", Range(8, 256)) = 8
        }
    
        SubShader
        {
            Tags
            {
                "Queue" = "Geometry"
                "RenderType" = "Opaque"
            }
    
            Pass
            {
                Tags
                {
                    "LightMode" = "ForwardBase"
                }
                CGPROGRAM
                #pragma vertex vert
                #pragma fragment frag
                #pragma multi_compile_fwdbase
    
                #include "UnityCG.cginc"
                #include "Lighting.cginc"
                #include "AutoLight.cginc"
    
                sampler2D _MainTex;
                float4 _MainTex_ST;
                sampler2D _NormalMap;
                float4 _NormalMap_ST;
                fixed4 _Specular;
                float _Gloss;
    
                struct appdata
                {
                    float4 vertex : POSITION;
                    float4 uv : TEXCOORD0;
                    fixed4 color : COLOR;
                    float4 tangent : TANGENT;
                    float3 normal : NORMAL;
                };
    
                struct v2f
                {
                    float4 pos : SV_POSITION;
                    float4 uv : TEXCOORD0;
                    fixed4 color : COLOR;
                    float4 T2W1 : TEXCOORD1;
                    float4 T2W2 : TEXCOORD2;
                    float4 T2W3 : TEXCOORD3;
                    SHADOW_COORDS(4)
                };
    
                v2f vert(appdata v)
                {
                    v2f o;
                    o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
                    float2 uv1 = v.uv.xy * _MainTex_ST.xy + _MainTex_ST.zw;
                    float2 uv2 = v.uv.zw * _NormalMap_ST.xy + _NormalMap_ST.zw;
                    o.uv = float4(uv1, uv2);
                    o.color = v.color;
    
                    float3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);
                    float3 worldNormal = UnityObjectToWorldNormal(v.normal);
                    float3 binormal = cross(normalize(worldNormal), normalize(worldTangent)) * v.tangent.w;
                    float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
                    o.T2W1 = float4(worldTangent.x, binormal.x, worldNormal.x, worldPos.x);
                    o.T2W2 = float4(worldTangent.y, binormal.y, worldNormal.y, worldPos.y);
                    o.T2W3 = float4(worldTangent.z, binormal.z, worldNormal.z, worldPos.z);
                    TRANSFER_SHADOW(o);
                    return o;
                }
    
                fixed4 frag(v2f i) : SV_TARGET
                {
                    float3 worldPos = float3(i.T2W1.w, i.T2W2.w, i.T2W3.w);
                    float3 worldLight = normalize(UnityWorldSpaceLightDir(worldPos));
                    float3 worldView = normalize(UnityWorldSpaceViewDir(worldPos));
    
                    fixed4 albedo = tex2D(_MainTex, i.uv.xy) * i.color;
                    float3 tangentNormal = UnpackNormal(tex2D(_NormalMap, i.uv.zw));
                    float3x3 tanToWorld = float3x3(i.T2W1.xyz, i.T2W2.xyz, i.T2W3.xyz);
                    float3 worldNormal = mul(tanToWorld, tangentNormal);
    
                    fixed3 ambient = albedo.xyz * UNITY_LIGHTMODEL_AMBIENT.xyz;
    
                    fixed3 diffuse = albedo.xyz * _LightColor0.xyz * max(0, dot(worldLight, worldNormal));
    
                    float3 halfDir = normalize(worldLight + worldView);
                    fixed3 specular = albedo.xyz * _Specular * pow(max(0, dot(worldNormal, halfDir)), _Gloss);
    
                    UNITY_LIGHT_ATTENUATION(atten, i, worldPos);
    
                    fixed3 col = ambient + (diffuse + specular) * atten;
                    return fixed4(col, 1);
                }
    
                ENDCG
            }
    
            Pass
            {
                Tags
                {
                    "LightMode" = "ForwardAdd"
                }
                Blend One One
    
                CGPROGRAM
                #pragma vertex vert
                #pragma fragment frag
                #pragma multi_compile_fwdadd_fullshadows
    
                #include "UnityCG.cginc"
                #include "Lighting.cginc"
                #include "AutoLight.cginc"
    
                sampler2D _MainTex;
                float4 _MainTex_ST;
                sampler2D _NormalMap;
                float4 _NormalMap_ST;
                fixed4 _Specular;
                float _Gloss;
    
                struct appdata
                {
                    float4 vertex : POSITION;
                    float4 uv : TEXCOORD0;
                    fixed4 color : COLOR;
                    float4 tangent : TANGENT;
                    float3 normal : NORMAL;
                };
    
                struct v2f
                {
                    float4 pos : SV_POSITION;
                    float4 uv : TEXCOORD0;
                    fixed4 color : COLOR;
                    float4 T2W1 : TEXCOORD1;
                    float4 T2W2 : TEXCOORD2;
                    float4 T2W3 : TEXCOORD3;
                    SHADOW_COORDS(4)
                };
    
                v2f vert(appdata v)
                {
                    v2f o;
                    o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
                    float2 uv1 = v.uv.xy * _MainTex_ST.xy + _MainTex_ST.zw;
                    float2 uv2 = v.uv.zw * _NormalMap_ST.xy + _NormalMap_ST.zw;
                    o.uv = float4(uv1, uv2);
                    o.color = v.color;
    
                    float3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);
                    float3 worldNormal = UnityObjectToWorldNormal(v.normal);
                    float3 binormal = cross(normalize(worldNormal), normalize(worldTangent)) * v.tangent.w;
                    float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
                    o.T2W1 = float4(worldTangent.x, binormal.x, worldNormal.x, worldPos.x);
                    o.T2W2 = float4(worldTangent.y, binormal.y, worldNormal.y, worldPos.y);
                    o.T2W3 = float4(worldTangent.z, binormal.z, worldNormal.z, worldPos.z);
                    TRANSFER_SHADOW(o);
                    return o;
                }
    
                fixed4 frag(v2f i) : SV_TARGET
                {
                    float3 worldPos = float3(i.T2W1.w, i.T2W2.w, i.T2W3.w);
                    float3 worldLight = normalize(UnityWorldSpaceLightDir(worldPos));
                    float3 worldView = normalize(UnityWorldSpaceViewDir(worldPos));
    
                    fixed4 albedo = tex2D(_MainTex, i.uv.xy) * i.color;
                    float3 tangentNormal = UnpackNormal(tex2D(_NormalMap, i.uv.zw));
                    float3x3 tanToWorld = float3x3(i.T2W1.xyz, i.T2W2.xyz, i.T2W3.xyz);
                    float3 worldNormal = mul(tanToWorld, tangentNormal);
    
                    fixed3 diffuse = albedo.xyz * _LightColor0.xyz * max(0, dot(worldLight, worldNormal));
    
                    float3 halfDir = normalize(worldLight + worldView);
                    fixed3 specular = albedo.xyz * _Specular * pow(max(0, dot(worldNormal, halfDir)), _Gloss);
    
                    UNITY_LIGHT_ATTENUATION(atten, i, worldPos);
    
                    fixed3 col = (diffuse + specular) * atten;
                    return fixed4(col, 1);
                }
    
                ENDCG
            }
        }
    
        Fallback "Specular"
    }

    效果如下:

     

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  • 原文地址:https://www.cnblogs.com/jietian331/p/7199311.html
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