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  • Texture 纹理贴图

    基础贴图Shader:只有纹理

    1. 在属性中声明纹理贴图: _MainTex ("Texture", 2D) = "white" {} 

    2. 在Pass中声明变量: sampler2D _MainTex; float4 _MainTex_ST; 这个是成对出现,_MainTex_ST 用与计算坐标偏移offset

    3. 在Vertex Function函数中进行纹理坐标采样: o.tex = v.texcoord; 

    4. 在Fragment Function 函数中采样纹理,并输出: float4 tex = tex2D(_MainTex,i.tex.xy*_MainTex_ST.xy+_MainTex_ST.zw); return float4(tex); 

     源代码:

    Shader "Unlit/Textures_Base"
    {
        Properties
        {
            _MainTex ("Texture", 2D) = "white" {}
        }
        SubShader
        {
            Pass
            {
                CGPROGRAM
                #pragma vertex vert
                #pragma fragment frag
                
                #include "UnityCG.cginc"
    
    
                sampler2D _MainTex;
                float4 _MainTex_ST;
    
                //输入结构体
                struct vertexInput{
                    float4 vertex:POSITION;
                    float4 texcoord:TEXCOORD0;
                };
    
                //输出结构体
                struct vertexOutput{
                    float4 pos:SV_POSITION;
                    float4 tex:TEXCOORD0;
                };
                
                vertexOutput vert (vertexInput v)
                {
                    vertexOutput o;
    
                    o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
                    o.tex = v.texcoord;
    
                    return o;
                }
                
                fixed4 frag (vertexOutput i) : COLOR
                {
                    //Texture Map
                    float4 tex  = tex2D(_MainTex,i.tex.xy*_MainTex_ST.xy+_MainTex_ST.zw);
                    return float4(tex);
                }
                ENDCG
            }
        }
    }

    纹理(Texture)+高光(Specular)+边缘光(Rim)+漫反射(diffuse)+环境光(ambient)+多光源(Lighting)(1个平行光,1个点光源):

    源代码:

    Shader "JQM/Textures"
    {
        Properties
        {
            _Color("Color", color) = (1.0,1.0,1.0,1.0)
            _MainTex ("Texture", 2D) = "white" {}                
            _SpecColor("Specular Color", color) = (1.0,1.0,1.0,1.0)
            _Shininess("Shininess",float) = 10
            _RimColor("Rim Coloe Color", color) = (1.0,1.0,1.0,1.0)
            _RimPower("Rim Power",Range(0.1,10.0)) = 3.0
        }
    
        SubShader
        {
    
            Pass
            {
                Tags { "LightMode"="ForwardBase" }
    
                CGPROGRAM
                #pragma vertex vert
                #pragma fragment frag
                //#pragma exclude_renderers flash //给指定平台编译
                
                #include "UnityCG.cginc"
    
                //使用自定义变量
                sampler2D _MainTex;
                float4 _MainTex_ST;
                uniform float4 _Color;
                uniform float4 _SpecColor;
                uniform float4 _RimColor;
                uniform float _Shininess;
                uniform float _RimPower;
    
                //使用Unity定义的变量
                uniform float4 _LightColor0;
    
                //输入结构体
                struct vertexInput{
                    float4 vertex:POSITION;
                    float3 normal:NORMAL;
                    float4 texcoord:TEXCOORD0;
                };
    
                //输出结构体
                struct vertexOutput{
                    float4 pos:SV_POSITION;
                    float4 tex:TEXCOORD0;
                    float4 posWorld:TEXCOORD1;
                    float3 normalDir:TEXCOORD2;
                };
    
    
                
                vertexOutput vert (vertexInput v)
                {
                    vertexOutput o;
    
                    o.posWorld = mul(_Object2World, v.vertex);
                    o.normalDir =  normalize( mul(float4(v.normal,0.0),_World2Object).xyz);
                    o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
                    o.tex = v.texcoord;
    
                    return o;
                }
                
                fixed4 frag (vertexOutput i) : COLOR
                {
                    float3 normalDirection = i.normalDir;
                    float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz- i.posWorld.xyz);
                    float3 lightDirection; 
                    float atten;
    
                    if(_WorldSpaceLightPos0.w==0.0)//平行光
                    {
                        atten = 1.0;
                        lightDirection = normalize(_WorldSpaceLightPos0.xyz);
                    }
                    else
                    {
                        float3 fragmentToLightSource = _WorldSpaceLightPos0.xyz -i.posWorld.xyz;
                        float distance = length(fragmentToLightSource);
                        atten  = 1.0/distance;
                        lightDirection = normalize(fragmentToLightSource);
                    }
    
                    //灯光
                    float3 diffuseReflection = atten * _LightColor0.xyz *  saturate( dot(normalDirection,lightDirection));
                    float3 specularReflection = atten * _LightColor0.xyz * _SpecColor.rgb*saturate( dot(normalDirection,lightDirection))*pow(saturate(dot(reflect(-lightDirection,normalDirection),viewDirection)),_Shininess);
                    
                    //Rim Light
                    float rim= 1-dot(normalize(viewDirection),normalDirection);
                    float3 rimLighting = atten * _LightColor0.xyz * _RimColor.rgb*saturate(dot(normalDirection,lightDirection))*pow(rim,_RimPower);
    
                    float3 lightFinal = rimLighting + diffuseReflection+specularReflection+UNITY_LIGHTMODEL_AMBIENT.xyz;
    
                    //Texture Map
                    float4 tex  = tex2D(_MainTex,i.tex.xy*_MainTex_ST.xy+_MainTex_ST.zw);
                    return float4(tex*lightFinal*_Color.xyz,1.0);
                    
                }
                ENDCG
            }
    
            Pass
            {
                Tags { "LightMode"="ForwardAdd" }
                Blend One One
    
                CGPROGRAM
                #pragma vertex vert
                #pragma fragment frag
                //#pragma exclude_renderers flash //给指定平台编译
                
                #include "UnityCG.cginc"
    
                //使用自定义变量
                sampler2D _MainTex;
                float4 _MainTex_ST;
                uniform float4 _Color;
                uniform float4 _SpecColor;
                uniform float4 _RimColor;
                uniform float _Shininess;
                uniform float _RimPower;
    
                //使用Unity定义的变量
                uniform float4 _LightColor0;
    
                //输入结构体
                struct vertexInput{
                    float4 vertex:POSITION;
                    float3 normal:NORMAL;
                    float4 texcoord:TEXCOORD0;
                };
    
                //输出结构体
                struct vertexOutput{
                    float4 pos:SV_POSITION;
                    float4 tex:TEXCOORD0;
                    float4 posWorld:TEXCOORD1;
                    float3 normalDir:TEXCOORD2;
                };
    
    
                
                vertexOutput vert (vertexInput v)
                {
                    vertexOutput o;
    
                    o.posWorld = mul(_Object2World, v.vertex);
                    o.normalDir =  normalize( mul(float4(v.normal,0.0),_World2Object).xyz);
                    o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
                    o.tex = v.texcoord;
    
                    return o;
                }
                
                fixed4 frag (vertexOutput i) : COLOR
                {
                    float3 normalDirection = i.normalDir;
                    float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz- i.posWorld.xyz);
                    float3 lightDirection; 
                    float atten;
    
                    if(_WorldSpaceLightPos0.w==0.0)//平行光
                    {
                        atten = 1.0;
                        lightDirection = normalize(_WorldSpaceLightPos0.xyz);
                    }
                    else
                    {
                        float3 fragmentToLightSource = _WorldSpaceLightPos0.xyz -i.posWorld.xyz;
                        float distance = length(fragmentToLightSource);
                        atten  = 1.0/distance;
                        lightDirection = normalize(fragmentToLightSource);
                    }
    
                    //灯光
                    float3 diffuseReflection = atten * _LightColor0.xyz *  saturate( dot(normalDirection,lightDirection));
                    float3 specularReflection = atten * _LightColor0.xyz * _SpecColor.rgb*saturate( dot(normalDirection,lightDirection))*pow(saturate(dot(reflect(-lightDirection,normalDirection),viewDirection)),_Shininess);
                    
                    //Rim Light
                    float rim= 1-dot(normalize(viewDirection),normalDirection);
                    float3 rimLighting = atten * _LightColor0.xyz * _RimColor.rgb*saturate(dot(normalDirection,lightDirection))*pow(rim,_RimPower);
    
                    float3 lightFinal = rimLighting + diffuseReflection+specularReflection+UNITY_LIGHTMODEL_AMBIENT.xyz;
    
                    //Texture Map
                    float4 tex  = tex2D(_MainTex,i.tex.xy*_MainTex_ST.xy+_MainTex_ST.zw);
                    return float4(tex*lightFinal*_Color.xyz,1.0);
                    
                }
                ENDCG
            }
        }
    }
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  • 原文地址:https://www.cnblogs.com/jqm304775992/p/4897791.html
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