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  • 优化实现Mobile/Bumped Diffuse

    在上一篇帖子的基础上增加一张法线贴图即可:

    Shader "James/Scene/Bumped_Diffuse"
    {
        Properties
        {
            _MainTex ("Base (RGB)", 2D) = "white" {}
            _BumpTex("Normal Map", 2D) = "bump" {}
            _MainLightColor("主光颜色", Color) = (1,1,1,1)
            _MainLightDir("主光方向", Vector) = (1,1,0,0)
            _MainLightBrightness ("主光强度", Range(0, 10)) = 1
        }
        
        SubShader
        {
            Tags { "RenderType"="Opaque" "Queue"="Geometry" }
            LOD 200
            
            Pass
            {
                Tags { "LightMode"="ForwardBase" }
                Lighting Off
                
                CGPROGRAM
                #pragma fragmentoption ARB_precision_hint_fastest
                
                #pragma vertex vert
                #pragma fragment frag
                #pragma multi_compile_fog
                
                #include "UnityCG.cginc"
    
                float4 _MainLightColor;
                float4 _MainLightDir;
                float _MainLightBrightness;
    
                uniform sampler2D _MainTex, _BumpTex;
                uniform half4 _MainTex_ST, _BumpTex_ST;
    
                struct vertexIN_base
                {
                    float4 vertex : POSITION;
                    float3 normal : NORMAL;
                    float4 tangent : TANGENT;
                    float2 texcoord : TEXCOORD0;
                };
                
                struct v2f_base
                {
                    float4 pos : SV_POSITION;
                    half2  uv : TEXCOORD0;
                    half4 tangentWorld : TEXCOORD1;
                    half4 normalWorld : TEXCOORD2;
                    half4 binormalWorld : TEXCOORD3;
                    UNITY_FOG_COORDS(5)
                };
    
                v2f_base vert(vertexIN_base v)
                {
                    v2f_base o;
                    o.pos = UnityObjectToClipPos(v.vertex);
                    o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
    
                    o.tangentWorld.xyz = normalize(mul(unity_ObjectToWorld, half4(v.tangent.xyz, 0.0)).xyz);
                    o.normalWorld.xyz = normalize(mul(unity_ObjectToWorld, half4(v.normal, 0.0)).xyz);
                    o.binormalWorld.xyz = cross(o.normalWorld.xyz, o.tangentWorld.xyz) * v.tangent.w;
    
                    UNITY_TRANSFER_FOG(o,o.pos);
                    return o; 
                }
                
                fixed4 frag(v2f_base i) : COLOR
                {
                    float3 bump = UnpackNormal(tex2D(_BumpTex,TRANSFORM_TEX(i.uv, _BumpTex)));
                    half3x3 local2WorldTranspose = half3x3(i.tangentWorld.xyz, i.binormalWorld.xyz, i.normalWorld.xyz);
                    half3 worldNormal = normalize(mul(bump, local2WorldTranspose));
    
                    float diffuse = max(0, dot(normalize(worldNormal), normalize(_MainLightDir)));
    
                    fixed4 mainColor = tex2D(_MainTex, i.uv);
                    fixed4 clr = mainColor * _MainLightColor * diffuse * _MainLightBrightness;
    
                    UNITY_APPLY_FOG(i.fogCoord,clr);
    
                    return clr;
                }
                ENDCG
            }
        }
        FallBack Off
    }
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  • 原文地址:https://www.cnblogs.com/sifenkesi/p/9922889.html
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