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Copy pathBumpTexture2.shader
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BumpTexture2.shader
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Shader "LX/BumpTexture2"
{
Properties
{
_Color("Color",Color)=(1,1,1,1)
_EmissiveColor("EmissiveColor",Color)=(0,0,0,0)
_Speclur("Speclur",int)=2
_Texture("Texture",2d)="white"{}
_BumpTexture("Bump Texture",2d)="white"{}
_BumpScale("Bump Scale",float)=-1
}
SubShader
{
Pass
{
Tags
{
"LightMode"="ForwardBase"
}
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
float4 _Color;
float4 _EmissiveColor;
float _Speclur;
sampler2D _Texture;
float4 _Texture_ST;
sampler2D _BumpTexture;
float _BumpScale;
struct appdata
{
float4 vertex : POSITION;
float3 normal : NORMAL;
float2 uv:TEXCOORD0;
float4 tangent:TANGENT;
};
struct v2f
{
float4 vertex : SV_POSITION;
float3 normal:TEXCOORD0;
float3 worldPos:TEXCOORD1;
float2 uvMain:TEXCOORD2;
float4 tangent:TEXCOORD3;
};
v2f vert(appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.worldPos = mul(unity_ObjectToWorld, v.vertex);
o.uvMain = TRANSFORM_TEX(v.uv, _Texture);
o.normal = v.normal;
o.tangent = v.tangent;
return o;
}
fixed4 frag(v2f i) : SV_Target
{
float3 texColor = tex2D(_Texture, i.uvMain);
//从法线贴图中获取法线方向,此时在切线空间下
float3 normal = UnpackNormal(tex2D(_BumpTexture, i.uvMain));
//使用Bumpscale控制凹凸程度
normal.xy*=_BumpScale;
normal.z=sqrt(1-saturate(dot(normal.xy,normal.xy)));
//转换到模型空间的矩阵
float3x3 tangent2Object =
{
i.tangent.xyz*i.tangent.w,
cross(i.tangent*i.tangent.w, i.normal),
i.normal
};
tangent2Object=transpose(tangent2Object);
normal = mul(tangent2Object, normal);
//最终获得在世界坐标下的法线
float3 worldNormal = normalize(UnityObjectToWorldNormal(normal));
//使用内置宏获取当前片元到光源的方向,里面已经处理了不同光源
float3 worldLightDir = normalize(UnityWorldSpaceLightDir(i.worldPos));
//世界坐标下的视角方向
float3 worldViewDir = normalize(_WorldSpaceCameraPos - i.worldPos);
//光线在当前片元对应的法线下的反射方向
float3 worldLightReflectDir = normalize(reflect(-worldLightDir, worldNormal));
//环境光分量,直接用宏定义获取 此值是在unity编辑器内的光照窗口设定
float3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz * _Color;
//漫反射分量,使用表面法线点乘光源方向
float3 diffuse = max(0, dot(worldNormal, worldLightDir)) * _Color;
//高光分量,使用视角方向点乘光的反射方向
float3 speclur = pow(max(0, dot(worldLightReflectDir, worldViewDir)), _Speclur) * _Color;
//自发光分量,直接使用设定值
float3 emissive = _EmissiveColor.xyz;
return fixed4((ambient + diffuse + speclur + emissive) * texColor, 1);
}
ENDCG
}
}
}