Shader "MyUnlit/AlphaBlendDiffuse"
{
Properties
{
_Color("Color Tint(贴图染色)",Color)=(1,1,1,1)
_MainTex ("Texture(主贴图)", 2D) = "white" {}
//bump为unity内置的法线纹理,当未配置任何法线纹理时,bump对应模型自带的法线信息
_NormalMap("Normal Map(法线贴图)",2D)="bump"{}
_BumpScale("Bump Scale(凹凸程度)",float) = 1.0
_Cutoff("Alpha(整体透明度)",range(0,1)) = 0.5
}
SubShader
{
//透明度混合需要定义的标签
Tags{ "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" } //1.Base Pass背面(顺序,透明物体先渲染背面再渲染正面)
Pass
{
//提示此Pass为前向渲染中的Base Pass,计算环境光,自发光,平行光中的阴影,不计算其他叠加光照效果
Tags{ "LightMode" = "ForwardBase" }
//透明度混合需要关闭深度写入
ZWrite Off
//开启混合操作并设置混合类型,此处类型为透明度混合
Blend SrcAlpha OneMinusSrcAlpha
//透明物体要考虑双面渲染,第一个Pass只渲染背面,剔除正面
Cull Front CGPROGRAM
#pragma vertex vert
#pragma fragment frag
//Base Pass指令,用于得到对应的光照变量
#pragma multi_compile_fwdbase #include "UnityCG.cginc"
//包含接收阴影的宏
#include "AutoLight.cginc"
#include "Lighting.cginc" fixed4 _Color;
sampler2D _MainTex;
//用于控制对应纹理的缩放和偏移,格式固定为xx_ST
float4 _MainTex_ST;
sampler2D _NormalMap;
float4 _NormalMap_ST;
float _BumpScale;
fixed _Cutoff;//[0,1]范围内用fixed struct appdata
{
float4 vertex : POSITION;
float3 normal:NORMAL;
float4 tangent:TANGENT;//与法线不同,w需要用于控制朝向
float2 uv : TEXCOORD0;
}; struct v2f
{
//节约空间,xy分量存主贴图uv;zw存法线贴图的
float4 uv : TEXCOORD0;
float4 pos : SV_POSITION;//变量名为pos,有关阴影计算的宏中使用了此变量
//寄存器中没法存矩阵,所以分别存矩阵的每一行
float4 TtoW0 : TEXCOORD1;
float4 TtoW1 : TEXCOORD2;
float4 TtoW2 : TEXCOORD3;
SHADOW_COORDS(4)//此阴影纹理坐标存储在TEXCOORD4中
}; //此处采用在世界空间中计算法线
v2f vert (appdata v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
//用两个分量分别存储贴图的缩放和偏移
o.uv.xy = TRANSFORM_TEX(v.uv, _MainTex);
o.uv.zw = TRANSFORM_TEX(v.uv, _NormalMap); float3 worldPos= mul(unity_ObjectToWorld, v.vertex).xyz;
fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);
fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);
//叉积计算第三个标准正交基轴向,w指示朝向的正负
fixed3 worldBinormal = cross(worldNormal, worldTangent) * v.tangent.w;
//节约空间,顺便将世界空间中的顶点位置存在w分量中
o.TtoW0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);
o.TtoW1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);
o.TtoW2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);
//计算阴影纹理坐标
TRANSFER_SHADOW(o); return o;
} fixed4 frag (v2f i) : SV_Target
{
//还原世界坐标
float3 worldPos = float3(i.TtoW0.w, i.TtoW1.w, i.TtoW2.w);
//还原出矩阵,用于将纹理从顶点空间(切线空间)变为世界空间,统一计算
float3x3 TtoW= float3x3(i.TtoW0.xyz, i.TtoW1.xyz, i.TtoW2.xyz);
//得到世界空间中的光源方向和视线方向
fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));
fixed3 viewDir = normalize(UnityWorldSpaceViewDir(worldPos));
//从zw分量中采样出法线并进行凹凸程度的缩放,但此时法线依然处于顶点空间(切线空间)
fixed3 tanNormal = UnpackNormalWithScale(tex2D(_NormalMap, i.uv.zw), _BumpScale);
//通过之前构造的变换矩阵将法线从顶点空间变换到世界空间
fixed3 worldNormal = mul(TtoW, tanNormal);
//采样主纹理并染色,得到反射率
fixed4 col = tex2D(_MainTex, i.uv);
fixed3 albedo = col.rgb*_Color.rgb;
//计算环境光
fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz * albedo;
//计算漫反射
fixed3 diffuse = _LightColor0.rgb*albedo*saturate(dot(lightDir, worldNormal));
//计算光照和阴影衰减值,结果为第一个参数
UNITY_LIGHT_ATTENUATION(atten, i, worldPos); //返回计算结果
return fixed4(ambient + diffuse * atten, col.a * _Cutoff);
}
ENDCG
}
//2.Base Pass正面
Pass
{
Tags{ "LightMode" = "ForwardBase" } ZWrite Off
Blend SrcAlpha OneMinusSrcAlpha
//透明物体要考虑双面渲染,此Pass只渲染正面,剔除背面
Cull Back CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_fwdbase #include "UnityCG.cginc"
#include "AutoLight.cginc"
#include "Lighting.cginc" fixed4 _Color;
sampler2D _MainTex;
float4 _MainTex_ST;
sampler2D _NormalMap;
float4 _NormalMap_ST;
float _BumpScale;
fixed _Cutoff; struct appdata
{
float4 vertex : POSITION;
float3 normal:NORMAL;
float4 tangent:TANGENT;
float2 uv : TEXCOORD0;
}; struct v2f
{
float4 uv : TEXCOORD0;
float4 pos : SV_POSITION; float4 TtoW0 : TEXCOORD1;
float4 TtoW1 : TEXCOORD2;
float4 TtoW2 : TEXCOORD3;
SHADOW_COORDS(4)
}; v2f vert(appdata v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv.xy = TRANSFORM_TEX(v.uv, _MainTex);
o.uv.zw = TRANSFORM_TEX(v.uv, _NormalMap); float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);
fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz); fixed3 worldBinormal = cross(worldNormal, worldTangent) * v.tangent.w; o.TtoW0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);
o.TtoW1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);
o.TtoW2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z); TRANSFER_SHADOW(o); return o;
} fixed4 frag(v2f i) : SV_Target
{ float3 worldPos = float3(i.TtoW0.w, i.TtoW1.w, i.TtoW2.w); float3x3 TtoW = float3x3(i.TtoW0.xyz, i.TtoW1.xyz, i.TtoW2.xyz); fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));
fixed3 viewDir = normalize(UnityWorldSpaceViewDir(worldPos)); fixed3 tanNormal = UnpackNormalWithScale(tex2D(_NormalMap, i.uv.zw), _BumpScale); fixed3 worldNormal = mul(TtoW, tanNormal); fixed4 col = tex2D(_MainTex, i.uv);
fixed3 albedo = col.rgb*_Color.rgb; fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz * albedo; fixed3 diffuse = _LightColor0.rgb*albedo*saturate(dot(lightDir, worldNormal)); UNITY_LIGHT_ATTENUATION(atten, i, worldPos); return fixed4(ambient + diffuse * atten, col.a * _Cutoff);
}
ENDCG
}
//3.Add Pass正常渲染
Pass
{
//提示此Pass为前向渲染中的Add Pass,计算其他叠加光照效果,每个光源计算一次
Tags{ "LightMode" = "ForwardAdd" } ZWrite Off
Blend SrcAlpha One
Cull Back CGPROGRAM
#pragma vertex vert
#pragma fragment frag
//Add Pass指令,用于得到对应的光照变量
//#pragma multi_compile_fwdadd
//阴影情况下使用:
#pragma multi_compile_fwdadd_fullshadows #include "UnityCG.cginc"
#include "AutoLight.cginc"
#include "Lighting.cginc" fixed4 _Color;
sampler2D _MainTex;
float4 _MainTex_ST;
sampler2D _NormalMap;
float4 _NormalMap_ST;
float _BumpScale;
fixed _Cutoff; struct appdata
{
float4 vertex : POSITION;
float3 normal:NORMAL;
float4 tangent:TANGENT;
float2 uv : TEXCOORD0;
}; struct v2f
{
float4 uv : TEXCOORD0;
float4 pos : SV_POSITION; float4 TtoW0 : TEXCOORD1;
float4 TtoW1 : TEXCOORD2;
float4 TtoW2 : TEXCOORD3;
SHADOW_COORDS(4)
}; v2f vert(appdata v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv.xy = TRANSFORM_TEX(v.uv, _MainTex);
o.uv.zw = TRANSFORM_TEX(v.uv, _NormalMap); float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);
fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz); fixed3 worldBinormal = cross(worldNormal, worldTangent) * v.tangent.w; o.TtoW0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);
o.TtoW1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);
o.TtoW2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z); TRANSFER_SHADOW(o); return o;
} fixed4 frag(v2f i) : SV_Target
{ float3 worldPos = float3(i.TtoW0.w, i.TtoW1.w, i.TtoW2.w); float3x3 TtoW = float3x3(i.TtoW0.xyz, i.TtoW1.xyz, i.TtoW2.xyz); fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));
fixed3 viewDir = normalize(UnityWorldSpaceViewDir(worldPos)); fixed3 tanNormal = UnpackNormalWithScale(tex2D(_NormalMap, i.uv.zw), _BumpScale); fixed3 worldNormal = mul(TtoW, tanNormal); fixed4 col = tex2D(_MainTex, i.uv);
fixed3 albedo = col.rgb*_Color.rgb; fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz * albedo; fixed3 diffuse = _LightColor0.rgb*albedo*saturate(dot(lightDir, worldNormal)); UNITY_LIGHT_ATTENUATION(atten, i, worldPos); return fixed4(ambient + diffuse * atten, col.a * _Cutoff);
}
ENDCG
}
}
//无阴影
//FallBack "Transparent/VertexLit"
//强制产生阴影
FallBack "VertexLit"
}
对于至今为止Shader学习内容的一个总结,算是一个比较综合通用的shader了,因为是漫反射所以暂时没有计算高光部分,之后再出一个带高光版本的。
备注都有比较详细的说明,基本思路是利用多个Pass分别进行正反面的渲染,再结合前向渲染的分光照渲染来实现。
最后摆出效果图w~