單張紋理
// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Custom/Chapter7_SingleTexture"
{
Properties
{
_Color ("Color Tint", Color) = (1,1,1,1)
_MainTex ("Main Tex", 2D) = "white" {}
_Specular ("Specular", Color) = (1,1,1,1)
_Gloss ("Gloss", Range(0.8,256)) = 20
}
SubShader
{
Pass
{
Tags {"LightMode"="ForwadBase"}
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "Lighting.cginc"
fixed4 _Color;
sampler2D _MainTex;
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;
o.uv=v.texcoord.xyz*_MainTex_ST.xy+_MainTex_ST.zw;
return o;
}
fixed4 frag(v2f i):SV_Target
{
fixed3 worldNormal=normalize(i.worldNormal);
fixed3 worldLightDir=normalize(UnityWorldSpaceLightDir(i.worldPos));
fixed3 albedo=tex2D(_MainTex,i.uv).rgb*_Color.rgb;
fixed3 ambient=UNITY_LIGHTMODEL_AMBIENT.xyz*albedo;
fixed3 diffuse=_LightColor0.rgb*albedo*max(0,dot(worldNormal,worldLightDir));
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"
}
紋理的屬性
- Texture Type/ Default 即是 Diffuse Texture類型
- Wrap Mode 紋理平鋪方式:Repeat 重複;Clamp 截取邊界填充
- Filter Mode 紋理拉伸方式:Point 最近鄰濾波、Bilinear 線性濾波、Trilinear 同多級漸遠紋理混合。
- Default/ Format 決定紋理存儲格式
凹凸映射
Shader "Custom/Chapter7_NormalMapTangentSpace"
{
Properties
{
_Color ("Color", Color) = (1,1,1,1)
_MainTex ("Main Tex", 2D) = "white" {}
_BumpMap ("Normal Map",2D) = "bump" {}
_BumpScale ("Bump Scale", Float) = 1.0
_Specular ("Specular", Color) = (1,1,1,1)
_Gloss ("Gloss", Range(8.0,256)) = 20
}
SubShader
{
Pass
{
Tags { "LightMode"="ForwadBase" }
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;
float3 binormal=cross(normalize(v.normal),normalize(v.tangent.xyz))*v.tangent.w;
float3x3 rotation=float3x3(v.tangent.xyz,binormal,v.normal);
//TANGENT_SPACE_ROTATION;
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"
}
CreateFroomGrayscale 適用於高度圖
Bumpiness 決定凹凸度
Filtering 決定法線紋理平滑/ Sobel濾波
Shader | 基礎紋理
@(我的第一個筆記本)[Shader, Unity, Graphics]
漸變紋理
在渲染中使用紋理:定義物體顏色 -> 定義任何表面屬性
漸變紋理控制漫反射光照效果的方法:
- 表面法線 · 光照方向 * 材質反射率
- ?
半蘭博光照模型
用漸變紋理控制漫反射光照
- 新建場景Scene_7_3, 去SkyBox
- 新建材質RampTextureMat
- 新建着色器Chapter7_RampTexture, 並賦給RampTextureMat
- 場景中拖入Suzanne模型(Unity_Shaders_Book/Assets/Models/suzanne.obj),並使用RampTextureMat材質
- 保存場景
- 編輯着色器Chapter7_RampTexture
Shader "Custom/Chapter7_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;//定義漸變屬性
float4 _RampTex_ST;//定義漸變紋理屬性變量
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 albedo=tex2D(_MainTex,i.uv).rgb*_Color.rgb;
//fixed3 ambient=UNITY_LIGHTMODEL_AMBIENT.xyz*albedo;
fixed3 ambient=UNITY_LIGHTMODEL_AMBIENT.xyz;
fixed halfLambert=0.5*dot(worldNormal,worldLightDir)+0.5;//使用材質採樣漫反射顏色
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"
}
- 保存代碼(編譯)
- 導入漸變紋理資源(Unity_Shaders_Book/Assets/Textures/Chapter7/Ramp_Texture0.psd, Ramp_Texture1.psd, Ramp_Texture2.psd),並將紋理資源的包裹模式Wrap Mode 設爲Clamp(固定)
[外鏈圖片轉存失敗(img-RVIkff9d-1568973611258)(./1568792630748.png)] - 將紋理賦給材質RampTextureMat
得到結果分別如下
[外鏈圖片轉存失敗(img-0psGjWTh-1568973611259)(./1568793219339.png)]
[外鏈圖片轉存失敗(img-rTpaSQzy-1568973611261)(./1568793259273.png)]
[外鏈圖片轉存失敗(img-a7fpJr8l-1568973611262)(./1568793273487.png)]
遮罩紋理
Mask Texture(遮罩):保護某些區域免於修改
遮罩紋理一般流程:①採樣得遮罩紋理 ②選取通道值*表面屬性
- 新建場景Scene_7_4, 去SkyBox
- 新建材質MaskTextureMat
- 新建着色器Chapter7_MaskTexture, 並賦給MaskTextureMat
- 場景新建Capsule,並使用RampTextureMat材質
- 保存場景
- 編輯着色器Chapter7_MaskTexture
Shader "Custom/Chapter7_MaskTexture"
{
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)//反射
_Gloss ("Gloss", Range(0.8,256)) = 20//光滑度
}
SubShader
{
Pass
{
Tags { "LightMode"="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 : SV_POSITION;
float2 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;
TANGENT_SPACE_ROTATION;
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);
fixed3 tangentNormal=UnpackNormal(tex2D(_BumpMap,i.uv));
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);
fixed specularMask=tex2D(_SpecularMask,i.uv).r*_SpecularScale;
fixed3 specular = _LightColor0.rgb * _Specular.rgb * pow(max(0, dot(tangentNormal, halfDir)), _Gloss)*specularMask;
return fixed4(ambient + diffuse + specular, 1.0);
}
ENDCG
}
}
FallBack "Specular"
}
- 裝載模型基本紋理、法線紋理和遮罩紋理,得到結果如下
diffuse+specular+mask
[外鏈圖片轉存失敗(img-V0EyNmkz-1568973611263)(./1568881741870.png)]
diffuse
[外鏈圖片轉存失敗(img-2FME4xvH-1568973611264)(./1568881783234.png)]
diffuse+specular
[外鏈圖片轉存失敗(img-7zfSlrSG-1568973611265)(./1568881889106.png)]