凹凸映射
所谓凹凸映射(Bump Mapping)就是通过一张纹理贴图来轻微的修改模型表面的法线,让它可以为模型提供更多的细节
Shader "QStudyShader/Bump Mapping"
{
Properties
{
_MainTex("Texture", 2D) = "white" {}
_BaseColor("BaseColor",Color) = (1.0,1.0,1.0,1.0)
_BumpTex("Bump Texture",2D) = "bump"{}
_BumpScale("Bump Scale",Float) = 1.0
}
SubShader{
Pass{
Tags{ "LightModel" = "ForwardBase"}
CGPROGRAM
#include "Lighting.cginc"
#pragma vertex Vertex
#pragma fragment Fragment
struct a2v {
float4 vertex : POSITION;
float3 normal : NORMAL;
float4 texcoord : TEXCOORD0;
float4 tangent : TANGENT;
};
struct v2f {
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
float3 lightDir : TEXCOORD1;
};
sampler2D _MainTex;
sampler2D _BumpTex;
fixed4 _BaseColor;
float _BumpScale;
v2f Vertex(a2v v) {
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = v.texcoord;
fixed3 worldNormal = normalize(v.normal);
fixed3 tangent = normalize(v.tangent.xyz);
float3 binomal = cross(worldNormal,tangent);
float3x3 _2tangentSpace = float3x3(tangent, binomal, worldNormal);
o.lightDir = mul(_2tangentSpace, ObjSpaceViewDir(v.vertex).xyz);
return o;
}
fixed4 Fragment(v2f i) : SV_TARGET{
fixed3 tangentLightDir = normalize(i.lightDir);
fixed4 packedNormal = tex2D(_BumpTex, i.uv);
fixed3 tangentNormal;
tangentNormal.xy = (packedNormal.xy * 2 - 1) * _BumpScale;
tangentNormal.z = sqrt(1-saturate(dot(tangentNormal.xy,tangentNormal.xy)));
fixed3 albedo = tex2D(_MainTex,i.uv).xyz * _BaseColor.xyz;
fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz * albedo;
fixed3 diffuse = _LightColor0.xyz * albedo * saturate(dot(tangentLightDir,tangentNormal));
return fixed4(diffuse + ambient,1.0);
}
ENDCG
}
}
}