- 法线贴图为蓝色色调是切线空间,五颜六色的为模型空间
- 实现凹凸映射的方法
- 高度纹理
- 法线纹理(高度映射,法线映射):高度映射:在贴图的效果上提供高度贴图,通过颜色的亮暗实现高浅;法线映射:使用法线的颜色实现
- 法线映射
// Upgrade NOTE: replaced '_World2Object' with 'unity_WorldToObject'
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "LXC/14 Rock_Large"{
Properties{
_Color("Color",Color)=(1,1,1,1)
_MainTex("Main Tex",2D)="white"{}
_NormalMap("Normal Map",2D)="bump"{} //法线贴图,bump默认的为模型自带贴图
}
SubShader{
Pass{
Tags{"LightMode" = "ForwardBase"}
CGPROGRAM
// Upgrade NOTE: excluded shader from DX11; has structs without semantics (struct v2f members lightDir)
#pragma exclude_renderers d3d11
#include "Lighting.cginc"
#pragma vertex vert
#pragma fragment frag
sampler2D _NormalMap; //取得法线贴图
float4 _NormalMap_ST; //发现贴的ST属性,放大缩小偏移
fixed4 _Color;
sampler2D _MainTex;
float4 _MainTex_ST;
struct a2v {
float4 vertex:POSITION;
//切线空间的确定是通过法线和切线确定的,法线和切线是存储到模型里面的
float3 normal:NORMAL;
float4 tangent:TANGENT; //切线 tangent.w是用来确定切线空间中坐标轴方向的
float4 texcoord:TEXCOORD0;
};
struct v2f {
float4 svPos:SV_POSITION;
float3 lightDir : TEXCOORD0; //切线空间下 平行光的方向
float4 worldVertex:TEXCOORD1;
float4 uv:TEXCOORD2; //xy 用来存储MainTex的纹理坐标,zw用来存储NormalMap的纹理坐标
};
//获取切线和法线只能在顶点函数内获取
v2f vert(a2v v) {
v2f f;
f.svPos = UnityObjectToClipPos(v.vertex);
f.worldNormal = UnityObjectToWorldNormal(v.normal);
f.worldVertex = mul(v.vertex, unity_WorldToObject);
f.uv.xy = v.texcoord.xy *_MainTex_ST.xy +_MainTex_ST.zw;
f.uv.zw = v.texcoord.xy * _NormalMap_ST.xy + _NormalMap_ST.zw; //计算法线贴的图的偏移和大小
//调用这个宏之后,会得到一个矩阵rotation 这个矩阵用来把模型空间下的方向转换成切线空间下
TANGENT_SPACE_ROTATION;
//转换光的方向
//得到模型空间下的平行光方向 ObjSpaceLightDir(v.vertex)
f.lightDir = mul(rotation,ObjSpaceLightDir(v.vertex));
return f;
}
//把所有跟法线方向有关的运算都放在 切线空间下
//从法线贴图里获取的法线方向都是切线空间下的
fixed4 frag(v2f f):SV_Target {
//取得图片里的法线
fixed4 normalColor = tex2D(_NormalMap,f.uv.zw); //获取颜色值
//不能自己做转换,贴图材质是normalmap,所以要使用unity自带方法UnpackNormal
//fixed3 tangentNormal =normalize( normalColor.xyz * 2 - 1); 切线空间下的法线 normal = pixel*2 - 1
fixed3 tangentNormal=UnpackNormal(normalColor);
tangentNormal=normalize(tangentNormal);
fixed3 lightDir = normalize(f.lightDir);
fixed3 texColor = tex2D(_MainTex,f.uv.xy)*_Color.rgb;
fixed3 diffuse = _LightColor0.rgb * texColor * max(dot(tangentNormal, lightDir), 0);
fixed3 tempColor = diffuse + UNITY_LIGHTMODEL_AMBIENT.rgb*texColor;
return fixed4(tempColor, 1);
}
ENDCG
}
}
Fallback "Specular"
}
- 凹凸参数控制凹凸程度
// Upgrade NOTE: replaced '_World2Object' with 'unity_WorldToObject'
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "LXC/14 Rock_Large"{
Properties{
_Color("Color",Color)=(1,1,1,1)
_MainTex("Main Tex",2D)="white"{}
_NormalMap("Normal Map",2D)="bump"{}
_BumpScale("Bump Scale",Float)=1 //凹凸参数
}
SubShader{
Pass{
Tags{"LightMode" = "ForwardBase"}
CGPROGRAM
// Upgrade NOTE: excluded shader from DX11; has structs without semantics (struct v2f members lightDir)
#pragma exclude_renderers d3d11
#include "Lighting.cginc"
#pragma vertex vert
#pragma fragment frag
sampler2D _NormalMap;
float4 _NormalMap_ST;
fixed4 _Color;
sampler2D _MainTex;
float4 _MainTex_ST;
float4 _BumpScale;
struct a2v {
float4 vertex:POSITION;
float3 normal:NORMAL;
float4 tangent:TANGENT;
float4 texcoord:TEXCOORD0;
};
struct v2f {
float4 svPos:SV_POSITION;
float3 lightDir : TEXCOORD0;
float4 worldVertex:TEXCOORD1;
float4 uv:TEXCOORD2;
};
v2f vert(a2v v) {
v2f f;
f.svPos = UnityObjectToClipPos(v.vertex);
f.worldNormal = UnityObjectToWorldNormal(v.normal);
f.worldVertex = mul(v.vertex, unity_WorldToObject);
f.uv.xy = v.texcoord.xy *_MainTex_ST.xy +_MainTex_ST.zw;
f.uv.zw = v.texcoord.xy * _NormalMap_ST.xy + _NormalMap_ST.zw;
TANGENT_SPACE_ROTATION;
f.lightDir = mul(rotation,ObjSpaceLightDir(v.vertex));
return f;
}
fixed4 frag(v2f f):SV_Target {
fixed4 normalColor = tex2D(_NormalMap,f.uv.zw);
fixed3 tangentNormal=UnpackNormal(normalColor);
tangentNormal.xy = tangentNormal.xy*_BumpScale; //控制法线xy的大小
tangentNormal=normalize(tangentNormal);
fixed3 lightDir = normalize(f.lightDir);
fixed3 texColor = tex2D(_MainTex,f.uv.xy)*_Color.rgb;
fixed3 diffuse = _LightColor0.rgb * texColor * max(dot(tangentNormal, lightDir), 0);
fixed3 tempColor = diffuse + UNITY_LIGHTMODEL_AMBIENT.rgb*texColor;
return fixed4(tempColor, 1);
}
ENDCG
}
}
Fallback "Specular"
}