Unity3d《Shader篇》法线贴图

效果图

Unity3d《Shader篇》法线贴图

贴图

Unity3d《Shader篇》法线贴图

法线贴图

Unity3d《Shader篇》法线贴图

//代码

Shader "Custom/NormalMap" {
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_NormalMap ("NormalMap", 2D) = "bump" {}
_Color ("Main Color", Color) = (1,1,1,1)
_SpecColor("Specular Color", Color) = (0.5,0.5,0.5,1)
_Shininess("Shininess", Range(0.01,1)) = 0.1
} SubShader
{
Tags { "RenderType"="Opaque" }
LOD 300 CGPROGRAM #pragma surface surf PPL sampler2D _MainTex;
sampler2D _NormalMap;
float4 _Color;
//float4 _SpecColor;
float _Shininess; struct Input
{
float2 uv_MainTex;
}; // Forward lighting
half4 LightingPPL (SurfaceOutput s, half3 lightDir, half3 viewDir, half atten)
{
half3 nNormal = normalize(s.Normal);
half shininess = s.Gloss * 250.0 + 4.0; #ifndef USING_DIRECTIONAL_LIGHT
lightDir = normalize(lightDir);
#endif // Phong shading model
//half reflectiveFactor = max(0.0, dot(-viewDir, reflect(lightDir, nNormal))); // Blinn-Phong shading model
half reflectiveFactor = max(0.0, dot(nNormal, normalize(lightDir + viewDir))); half diffuseFactor = max(0.0, dot(nNormal, lightDir));
half specularFactor = pow(reflectiveFactor, shininess) * s.Specular; half4 c;
c.rgb = (s.Albedo * diffuseFactor + _SpecColor.rgb * specularFactor) * _LightColor0.rgb;
c.rgb *= (atten * 2.0);
c.a = s.Alpha;
return c;
} void surf(Input IN, inout SurfaceOutput o)
{
half4 tex = tex2D(_MainTex, IN.uv_MainTex) * _Color;
o.Albedo = tex.rgb;
o.Alpha = _Color.a;
o.Normal = UnpackNormal(tex2D(_NormalMap, IN.uv_MainTex));
o.Specular = tex.a;
o.Gloss = _Shininess;
} ENDCG } Fallback "Diffuse"
}

  

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