來自 shader 入門精要 Chapter7
Shader "Chapter7/Mask Texture"
{
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
_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{"RenderType" = "ForwardBase"}
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "Lighting.cginc"
fixed4 _Color;
sampler2D _MainTex;
float4 _MainTex_ST;
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;
};
struct v2f{
float4 pos: POSITION;
float2 uv: TEXCOORD0;
float3 lightDir: TEXCOORD1;
float3 viewDir: TEXCOORD2;
};
v2f vert(a2v v){
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.vertex,_MainTex);
TANGENT_SPACE_ROTATION;
// 儘可用於前向渲染中。輸入一個模型空間中的頂點位置,返回世界空間中從該點到光源的光照方向。內部實現使用了
// UnityWorldSpaceLightDir函數。沒有被歸一化。
o.lightDir = mul(rotation,ObjSpaceLightDir(v.vertex)).xyz;
// 輸入一個模型空間中的頂點位置,返回模型空間中從該點到攝像機的觀察方向。
o.viewDir = mul(rotation,ObjSpaceViewDir(v.vertex)).xyz;
return o;
}
// 使⽤遮罩紋理的地⽅是⽚元着⾊器。我們使⽤它來控制模型表⾯的⾼光反射強度
fixed4 frag(v2f i):SV_TARGET0{
fixed3 tangentLightDir = normalize(i.lightDir);
fixed3 tangentViewDir = normalize(i.viewDir);
fixed3 tangentNormal = UnpackNormal(tex2D(_BumpMap,i.uv));
tangentNormal.xy *= _BumpScale;
tangentNormal.z = sqrt(1.0 - saturate(dot(tangentNormal.xy, tangentNormal.xy)));
fixed3 aldebo = tex2D(_MainTex,i.uv).rgb * _Color.rgb;
fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz * aldebo;
fixed3 diffuse = _LightColor0.rgb * aldebo * max(0,dot(tangentNormal,tangentLightDir));
fixed3 halfDir = normalize(tangentLightDir + tangentViewDir);
fixed3 specularMask = tex2D(_SpecularMask,i.uv).r * _SpecularScale;
fixed3 specular = _LightColor0.rgb *_Specular.rgb * pow(max(0,dot(tangentNormal,halfDir)),_Gloss);
return fixed4(ambient + diffuse + specular,1.0);
}
ENDCG
}
}
Fallback "Specular"
}