/**********
*
* 作者 : Quaye
* 时间 : 2018.06.06
*
* 描述 : 遮罩纹理
*
**/
Shader "Quaye/_MaskTexture"
{
Properties
{
_Color("Color",Color) = (1,1,1,1)
_MainTex("MainTex",2D) = "white"{}
_BumpScale("NormalMap",float) = 1
_BumpMap("BumpMap",2D) = "bump"{}
_SpecularMask("SpecularMask",2D) = "white"{}
_SpecularScale("SpeculerScale",float)=1
_Specular("Specular",Color) = (1,1,1,1)
_Gloss("Gloss",Range(8,256)) = 20
}
SubShader
{
Pass
{
Tags{"LightMode" = "ForwardBase"}
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "Lighting.cginc"
fixed4 _Color;
sampler2D _MainTex;
float4 _MainTex_ST;
float _BumpScale;
sampler2D _BumpMap;
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 = 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 tL = normalize(i.lightDir);
fixed3 tV = normalize(i.viewDir);
fixed3 tN ;
tN.xy = UnpackNormal(tex2D(_BumpMap,i.uv)) * _BumpScale;
tN.z = sqrt(1 - saturate(dot(tN.xy,tN.xy)));
fixed3 albedo = tex2D(_MainTex,i.uv).rgb * _Color.rgb;
fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz * albedo;
fixed3 diffuse = _LightColor0.rgb * albedo * saturate(dot(tL,tN));
// 遮罩纹理采样,作用于高光反射
fixed3 h = normalize(tL + tV);
fixed4 specularMask = tex2D(_SpecularMask,i.uv)*_SpecularScale.r;
fixed3 specular = _LightColor0.rgb * _Specular * pow(saturate(dot(h,tN)),_Gloss) * specularMask;
return fixed4(ambient + diffuse + specular,1);
}
ENDCG
}
}
}
【Unity】ShaderLab-3_4-遮罩纹理
最新推荐文章于 2024-03-02 21:35:57 发布