包含光照,可处理多个光源,有光照衰减和阴影的shader,代码如下:
转载请注明出处:http://www.cnblogs.com/jietian331/p/7199311.html
Shader "Custom/Bumped Specular"
{
Properties
{
_MainTex("Main Texture", 2D) = "white" {}
_NormalMap("Normal Map", 2D) = "bump" {}
_Specular("Specular", Color) = (,,,)
_Gloss("Gloss", Range(, )) =
} SubShader
{
Tags
{
"Queue" = "Geometry"
"RenderType" = "Opaque"
} Pass
{
Tags
{
"LightMode" = "ForwardBase"
}
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_fwdbase #include "UnityCG.cginc"
#include "Lighting.cginc"
#include "AutoLight.cginc" sampler2D _MainTex;
float4 _MainTex_ST;
sampler2D _NormalMap;
float4 _NormalMap_ST;
fixed4 _Specular;
float _Gloss; struct appdata
{
float4 vertex : POSITION;
float4 uv : TEXCOORD0;
fixed4 color : COLOR;
float4 tangent : TANGENT;
float3 normal : NORMAL;
}; struct v2f
{
float4 pos : SV_POSITION;
float4 uv : TEXCOORD0;
fixed4 color : COLOR;
float4 T2W1 : TEXCOORD1;
float4 T2W2 : TEXCOORD2;
float4 T2W3 : TEXCOORD3;
SHADOW_COORDS()
}; v2f vert(appdata v)
{
v2f o;
o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
float2 uv1 = v.uv.xy * _MainTex_ST.xy + _MainTex_ST.zw;
float2 uv2 = v.uv.zw * _NormalMap_ST.xy + _NormalMap_ST.zw;
o.uv = float4(uv1, uv2);
o.color = v.color; float3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);
float3 worldNormal = UnityObjectToWorldNormal(v.normal);
float3 binormal = cross(normalize(worldNormal), normalize(worldTangent)) * v.tangent.w;
float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
o.T2W1 = float4(worldTangent.x, binormal.x, worldNormal.x, worldPos.x);
o.T2W2 = float4(worldTangent.y, binormal.y, worldNormal.y, worldPos.y);
o.T2W3 = float4(worldTangent.z, binormal.z, worldNormal.z, worldPos.z);
TRANSFER_SHADOW(o);
return o;
} fixed4 frag(v2f i) : SV_TARGET
{
float3 worldPos = float3(i.T2W1.w, i.T2W2.w, i.T2W3.w);
float3 worldLight = normalize(UnityWorldSpaceLightDir(worldPos));
float3 worldView = normalize(UnityWorldSpaceViewDir(worldPos)); fixed4 albedo = tex2D(_MainTex, i.uv.xy) * i.color;
float3 tangentNormal = UnpackNormal(tex2D(_NormalMap, i.uv.zw));
float3x3 tanToWorld = float3x3(i.T2W1.xyz, i.T2W2.xyz, i.T2W3.xyz);
float3 worldNormal = mul(tanToWorld, tangentNormal); fixed3 ambient = albedo.xyz * UNITY_LIGHTMODEL_AMBIENT.xyz; fixed3 diffuse = albedo.xyz * _LightColor0.xyz * max(, dot(worldLight, worldNormal)); float3 halfDir = normalize(worldLight + worldView);
fixed3 specular = albedo.xyz * _Specular * pow(max(, dot(worldNormal, halfDir)), _Gloss); UNITY_LIGHT_ATTENUATION(atten, i, worldPos); fixed3 col = ambient + (diffuse + specular) * atten;
return fixed4(col, );
} ENDCG
} Pass
{
Tags
{
"LightMode" = "ForwardAdd"
}
Blend One One CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_fwdadd_fullshadows #include "UnityCG.cginc"
#include "Lighting.cginc"
#include "AutoLight.cginc" sampler2D _MainTex;
float4 _MainTex_ST;
sampler2D _NormalMap;
float4 _NormalMap_ST;
fixed4 _Specular;
float _Gloss; struct appdata
{
float4 vertex : POSITION;
float4 uv : TEXCOORD0;
fixed4 color : COLOR;
float4 tangent : TANGENT;
float3 normal : NORMAL;
}; struct v2f
{
float4 pos : SV_POSITION;
float4 uv : TEXCOORD0;
fixed4 color : COLOR;
float4 T2W1 : TEXCOORD1;
float4 T2W2 : TEXCOORD2;
float4 T2W3 : TEXCOORD3;
SHADOW_COORDS()
}; v2f vert(appdata v)
{
v2f o;
o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
float2 uv1 = v.uv.xy * _MainTex_ST.xy + _MainTex_ST.zw;
float2 uv2 = v.uv.zw * _NormalMap_ST.xy + _NormalMap_ST.zw;
o.uv = float4(uv1, uv2);
o.color = v.color; float3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);
float3 worldNormal = UnityObjectToWorldNormal(v.normal);
float3 binormal = cross(normalize(worldNormal), normalize(worldTangent)) * v.tangent.w;
float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
o.T2W1 = float4(worldTangent.x, binormal.x, worldNormal.x, worldPos.x);
o.T2W2 = float4(worldTangent.y, binormal.y, worldNormal.y, worldPos.y);
o.T2W3 = float4(worldTangent.z, binormal.z, worldNormal.z, worldPos.z);
TRANSFER_SHADOW(o);
return o;
} fixed4 frag(v2f i) : SV_TARGET
{
float3 worldPos = float3(i.T2W1.w, i.T2W2.w, i.T2W3.w);
float3 worldLight = normalize(UnityWorldSpaceLightDir(worldPos));
float3 worldView = normalize(UnityWorldSpaceViewDir(worldPos)); fixed4 albedo = tex2D(_MainTex, i.uv.xy) * i.color;
float3 tangentNormal = UnpackNormal(tex2D(_NormalMap, i.uv.zw));
float3x3 tanToWorld = float3x3(i.T2W1.xyz, i.T2W2.xyz, i.T2W3.xyz);
float3 worldNormal = mul(tanToWorld, tangentNormal); fixed3 diffuse = albedo.xyz * _LightColor0.xyz * max(, dot(worldLight, worldNormal)); float3 halfDir = normalize(worldLight + worldView);
fixed3 specular = albedo.xyz * _Specular * pow(max(, dot(worldNormal, halfDir)), _Gloss); UNITY_LIGHT_ATTENUATION(atten, i, worldPos); fixed3 col = (diffuse + specular) * atten;
return fixed4(col, );
} ENDCG
}
} Fallback "Specular"
}
效果如下: