Unity学习笔记第三弹
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关于纹理
日常使用appdata_full,以及上篇提到了UnityObjectToWorldNormal(fixed3 normal);
纹理映射没啥说的,主要是后文的凹凸映射。
需要提到的是,高光反射不加纹理颜色。尝试加了,确实效果不好。
关键公式:
o.uv = TRANSFORM_TEX(v.texcoord,_MainTex);
Shader"Single Texture FOR LIN"{
Properties{
_Color("Color",Color) = (1.0,1.0,1.0,1.0)
_MainTex("Main Tex",2D) = "white"{}
_Specular("Specular",Color) = (1.0,1.0,1.0,1.0)
_Gloss("Gloss",Range(8.0,255)) = 10
}
SubShader{
Pass{
Tags{"LightMode" = "ForwardBase"}
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "Lighting.cginc"
fixed4 _Color;
sampler2D _MainTex;
float4 _MainTex_ST;
fixed4 _Specular;
float _Gloss;
//appdata_full
struct v2f{
float4 Pos : SV_POSITION;
float3 worldNormal : TEXCOORD0;
float3 worldPos : TEXCOORD1;
float2 uv : TEXCOORD2;
};
v2f vert(appdata_full v){
v2f o;
o.Pos = UnityObjectToClipPos(v.vertex);
o.worldNormal = UnityObjectToWorldNormal(v.normal);
o.worldPos = mul(unity_ObjectToWorld,v.vertex).xyz;
//两种都行
//o.uv = v.texcoord.xy * _MainTex_ST.xy + _MainTex_ST.zw;
//o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
o.uv = TRANSFORM_TEX(v.texcoord,_MainTex);
return o;
}
fixed4 frag(v2f i) : SV_TARGET{
fixed3 worldNormal = normalize(i.worldNormal);
fixed3 worldLightDir = normalize(UnityWorldSpaceLightDir(i.worldPos));
//Tex
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 spacular = _LightColor0.rgb * _Specular.rgb * pow(max(0,dot(worldNormal, halfDir)),_Gloss);
return fixed4(ambient+diffuse+spacular,1.0);
}