unity shader学习练笔日记(三)

发布于:2024-04-19 ⋅ 阅读:(20) ⋅ 点赞:(0)

1、单张纹理

Shader "Unity Shaders Study/Day Three/SingleTexture"
{
    Properties
    {
        _Color("Colot Tint", Color) = (1, 1, 1, 1)
        //2D是纹理属性的声明方式。以一个字符串后跟一个花括号作为它的初始值,"white"是内置纹理的名字,代表一个全白纹理
        _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;
            //纹理名_ST的方式来声明某个纹理的属性。  ST是缩放和平移的缩写
            //_MainTex_ST.xy  缩放值  _MainTex_ST.zw  偏移值
            float4 _MainTex_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;
                //对顶点纹理坐标进行缩放,然后偏移
                o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);

                return o;
            };

            fixed4 frag(v2f i) : SV_Target
            {
                //计算时间空间下的法线方向和光照方向
                fixed3 worldNormal = normalize(i.worldNormal);
                fixed3 worldLightDir = normalize(UnityWorldSpaceLightDir(i.worldPos));

                //对纹理进行采样,第一个参数  需要被采样的纹理,第二个参数  float2类型的纹理坐标,返回计算得到的纹素值。将采样结果和颜色相乘作为材质的反射率
                fixed3 albedo = tex2D(_MainTex, i.uv).rgb * _Color.rgb;
                //和环境光照相乘得到环境光部分
                fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz * albedo;
                //计算漫反射光照
                fixed3 diffuse = _LightColor0.rgb * albedo * max(0, dot(worldNormal, worldLightDir));

                //计算高光反射光照
                float3 viewDir = normalize(UnityWorldSpaceViewDir(i.worldPos));
                float3 halfDir = normalize(worldLightDir + viewDir);
                float3 specular = _LightColor0.rgb * _Specular.rgb * pow(max(0, dot(worldNormal, halfDir)), _Gloss);

                return fixed4(ambient + diffuse + specular, 1.0);
            }

            ENDCG
        }
    }
    FallBack "Specular"
}

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2、凹凸映射(切线空间计算)

Shader "Unity Shaders Study/Day Three/NormalMapTangentSpace"
{
    Properties
    {
        _Color("Color Tint", Color) = (1, 1, 1, 1)
        _MainTex("Main Tex", 2D) = "white"{}
        //将bump作为默认值  bump是unity内置的法线纹理,当没有提供任何法线纹理时,对应了模型自带的发现信息
        _BumpMap("Normal Map", 2D) = "bump"{}
        //控制凹凸程度,为0时,意味着该法线纹理不会对光照产生任何影响
        _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;
            fixed4 _Specular;
            float _Gloss;

            struct a2v
            {
                float4 vertex : POSITION;
                float3 normal : NORMAL;
                float4 tangent : TANGENT;
                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;

                //计算副切线
                float3 binormal = cross(normalize(v.normal), normalize(v.tangent.xyz)) * v.tangent.w;
                //构造矩阵,将向量从模型空间转换到切线空间
                float3x3 rotation = float3x3(v.tangent.xyz, binormal, v.normal);

                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);
                fixed3 tangentViewDir = normalize(i.viewDir);

                fixed4 packedNormal = tex2D(_BumpMap, i.uv.zw);
                fixed3 tangentNormal;

                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;

                fixed3 diffuse = _LightColor0.rgb * albedo * max(0, dot(tangentNormal, tangentLightDir));

                fixed3 halfDir = normalize(tangentLightDir + tangentViewDir);
                fixed3 specular = _LightColor0.rgb * _Specular.rgb * pow(max(0, dot(tangentNormal, halfDir)), _Gloss);

                return fixed4(ambient + diffuse + specular, 1.0);
            }

            ENDCG
        }
    }

    FallBack "Specular"
}

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3、凹凸映射(在世界空间下计算光照模型)

Shader "Unity Shaders Study/Day Three/NormalMapWorldSpace"
{
    Properties
    {
        _Color("Color Tint", Color) = (1, 1, 1, 1)
        _MainTex("Main Tex", 2D) = "white"{}
        //将bump作为默认值  bump是unity内置的法线纹理,当没有提供任何法线纹理时,对应了模型自带的发现信息
        _BumpMap("Normal Map", 2D) = "bump"{}
        //控制凹凸程度,为0时,意味着该法线纹理不会对光照产生任何影响
        _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;
            fixed4 _Specular;
            float _Gloss;

            struct a2v
            {
                float4 vertex : POSITION;
                float3 normal : NORMAL;
                float4 tangent : TANGENT;
                float4 texcoord : TEXCOORD0;
            };

            struct v2f
            {
                float4 pos : SV_POSITION;
                float4 uv : TEXCOORD0;
                //一个插值寄存器最多只能存储float4大小的变量
                //对于矩阵,可以按行拆成多个变量再进行存储
                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;

                //将世界空间下的顶点切线、副切线和法线的矢量表示存储进切线空间到世界空间的变换矩阵
                float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
                fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);
                fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);
                fixed3 worldBinormal = cross(worldNormal, worldTangent) * v.tangent.w;

                o.TtoW0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);
                o.TtoW1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);
                o.TtoW2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);

                return o;
            }

            fixed4 frag(v2f i) : SV_Target
            {
                //在世界坐标下计算光照
                float3 worldPos = float3(i.TtoW0.w, i.TtoW1.w, i.TtoW2.w);
                fixed3 tangentLightDir = normalize(UnityWorldSpaceLightDir(worldPos));
                fixed3 tangentViewDir = normalize(UnityWorldSpaceViewDir(worldPos));

                fixed4 packedNormal = tex2D(_BumpMap, i.uv.zw);
                fixed3 tangentNormal;

                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;

                fixed3 diffuse = _LightColor0.rgb * albedo * max(0, dot(tangentNormal, tangentLightDir));

                fixed3 halfDir = normalize(tangentLightDir + tangentViewDir);
                fixed3 specular = _LightColor0.rgb * _Specular.rgb * pow(max(0, dot(tangentNormal, halfDir)), _Gloss);

                return fixed4(ambient + diffuse + specular, 1.0);
            }

            ENDCG
        }
    }

    FallBack "Specular"
}

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4、渐变纹理(半兰伯特模型)

Shader "Unity Shaders Study/Day Three/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;

                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"
}

在这里插入图片描述