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							161 lines
						
					
					
						
							5.7 KiB
						
					
					
				| // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' | |
|  | |
| Shader "Unity Shaders Book/Chapter 7/Normal Map In Tangent Space" { | |
| 	Properties { | |
| 		_Color ("Color Tint", Color) = (1, 1, 1, 1) | |
| 		_MainTex ("Main Tex", 2D) = "white" {} | |
| 		_BumpMap ("Normal Map", 2D) = "bump" {} | |
| 		_BumpScale ("Bump Scale", Float) = 1.0 | |
| 		_Specular ("Specular", Color) = (1, 1, 1, 1) | |
| 		_Gloss ("Gloss", Range(8.0, 256)) = 20 | |
| 	} | |
| 	SubShader { | |
| 		Pass {  | |
| 			Tags { "LightMode"="ForwardBase" } | |
| 		 | |
| 			CGPROGRAM | |
| 			 | |
| 			#pragma vertex vert | |
| 			#pragma fragment frag | |
| 			 | |
| 			#include "Lighting.cginc" | |
| 			 | |
| 			fixed4 _Color; | |
| 			sampler2D _MainTex; | |
| 			float4 _MainTex_ST; | |
| 			sampler2D _BumpMap; | |
| 			float4 _BumpMap_ST; | |
| 			float _BumpScale; | |
| 			fixed4 _Specular; | |
| 			float _Gloss; | |
| 			 | |
| 			struct a2v { | |
| 				float4 vertex : POSITION; | |
| 				float3 normal : NORMAL; | |
| 				float4 tangent : TANGENT; | |
| 				float4 texcoord : TEXCOORD0; | |
| 			}; | |
| 			 | |
| 			struct v2f { | |
| 				float4 pos : SV_POSITION; | |
| 				float4 uv : TEXCOORD0; | |
| 				float3 lightDir: TEXCOORD1; | |
| 				float3 viewDir : TEXCOORD2; | |
| 			}; | |
|  | |
| 			// Unity doesn't support the 'inverse' function in native shader | |
| 			// so we write one by our own | |
| 			// Note: this function is just a demonstration, not too confident on the math or the speed | |
| 			// Reference: http://answers.unity3d.com/questions/218333/shader-inversefloat4x4-function.html | |
| 			float4x4 inverse(float4x4 input) { | |
| 				#define minor(a,b,c) determinant(float3x3(input.a, input.b, input.c)) | |
| 				 | |
| 				float4x4 cofactors = float4x4( | |
| 				     minor(_22_23_24, _32_33_34, _42_43_44),  | |
| 				    -minor(_21_23_24, _31_33_34, _41_43_44), | |
| 				     minor(_21_22_24, _31_32_34, _41_42_44), | |
| 				    -minor(_21_22_23, _31_32_33, _41_42_43), | |
| 				     | |
| 				    -minor(_12_13_14, _32_33_34, _42_43_44), | |
| 				     minor(_11_13_14, _31_33_34, _41_43_44), | |
| 				    -minor(_11_12_14, _31_32_34, _41_42_44), | |
| 				     minor(_11_12_13, _31_32_33, _41_42_43), | |
| 				     | |
| 				     minor(_12_13_14, _22_23_24, _42_43_44), | |
| 				    -minor(_11_13_14, _21_23_24, _41_43_44), | |
| 				     minor(_11_12_14, _21_22_24, _41_42_44), | |
| 				    -minor(_11_12_13, _21_22_23, _41_42_43), | |
| 				     | |
| 				    -minor(_12_13_14, _22_23_24, _32_33_34), | |
| 				     minor(_11_13_14, _21_23_24, _31_33_34), | |
| 				    -minor(_11_12_14, _21_22_24, _31_32_34), | |
| 				     minor(_11_12_13, _21_22_23, _31_32_33) | |
| 				); | |
| 				#undef minor | |
| 				return transpose(cofactors) / determinant(input); | |
| 			} | |
|  | |
| 			v2f vert(a2v v) { | |
| 				v2f o; | |
| 				o.pos = UnityObjectToClipPos(v.vertex); | |
| 				 | |
| 				o.uv.xy = v.texcoord.xy * _MainTex_ST.xy + _MainTex_ST.zw; | |
| 				o.uv.zw = v.texcoord.xy * _BumpMap_ST.xy + _BumpMap_ST.zw; | |
|  | |
| 				/// | |
| 				/// Note that the code below can handle both uniform and non-uniform scales | |
| 				/// | |
|  | |
| 				// Construct a matrix that transforms a point/vector from tangent space to world space | |
| 				fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);   | |
| 				fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);   | |
| 				fixed3 worldBinormal = cross(worldNormal, worldTangent) * v.tangent.w;  | |
|  | |
| 				/* | |
| 				float4x4 tangentToWorld = float4x4(worldTangent.x, worldBinormal.x, worldNormal.x, 0.0, | |
| 												   worldTangent.y, worldBinormal.y, worldNormal.y, 0.0, | |
| 												   worldTangent.z, worldBinormal.z, worldNormal.z, 0.0, | |
| 												   0.0, 0.0, 0.0, 1.0); | |
| 				// The matrix that transforms from world space to tangent space is inverse of tangentToWorld | |
| 				float3x3 worldToTangent = inverse(tangentToWorld); | |
| 				*/ | |
| 				 | |
| 				//wToT = the inverse of tToW = the transpose of tToW as long as tToW is an orthogonal matrix. | |
| 				float3x3 worldToTangent = float3x3(worldTangent, worldBinormal, worldNormal); | |
|  | |
| 				// Transform the light and view dir from world space to tangent space | |
| 				o.lightDir = mul(worldToTangent, WorldSpaceLightDir(v.vertex)); | |
| 				o.viewDir = mul(worldToTangent, WorldSpaceViewDir(v.vertex)); | |
|  | |
| 				/// | |
| 				/// Note that the code below can only handle uniform scales, not including non-uniform scales | |
| 				///  | |
|  | |
| 				// Compute the binormal | |
| //				float3 binormal = cross( normalize(v.normal), normalize(v.tangent.xyz) ) * v.tangent.w; | |
| //				// Construct a matrix which transform vectors from object space to tangent space | |
| //				float3x3 rotation = float3x3(v.tangent.xyz, binormal, v.normal); | |
| 				// Or just use the built-in macro | |
| //				TANGENT_SPACE_ROTATION; | |
| //				 | |
| //				// Transform the light direction from object space to tangent space | |
| //				o.lightDir = mul(rotation, normalize(ObjSpaceLightDir(v.vertex))).xyz; | |
| //				// Transform the view direction from object space to tangent space | |
| //				o.viewDir = mul(rotation, normalize(ObjSpaceViewDir(v.vertex))).xyz; | |
| 				 | |
| 				return o; | |
| 			} | |
| 			 | |
| 			fixed4 frag(v2f i) : SV_Target {				 | |
| 				fixed3 tangentLightDir = normalize(i.lightDir); | |
| 				fixed3 tangentViewDir = normalize(i.viewDir); | |
| 				 | |
| 				// Get the texel in the normal map | |
| 				fixed4 packedNormal = tex2D(_BumpMap, i.uv.zw); | |
| 				fixed3 tangentNormal; | |
| 				// If the texture is not marked as "Normal map" | |
| //				tangentNormal.xy = (packedNormal.xy * 2 - 1) * _BumpScale; | |
| //				tangentNormal.z = sqrt(1.0 - saturate(dot(tangentNormal.xy, tangentNormal.xy))); | |
| 				 | |
| 				// Or mark the texture as "Normal map", and use the built-in funciton | |
| 				tangentNormal = UnpackNormal(packedNormal); | |
| 				tangentNormal.xy *= _BumpScale; | |
| 				tangentNormal.z = sqrt(1.0 - saturate(dot(tangentNormal.xy, tangentNormal.xy))); | |
| 				 | |
| 				fixed3 albedo = tex2D(_MainTex, i.uv).rgb * _Color.rgb; | |
| 				 | |
| 				fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz * albedo; | |
| 				 | |
| 				fixed3 diffuse = _LightColor0.rgb * albedo * max(0, dot(tangentNormal, tangentLightDir)); | |
|  | |
| 				fixed3 halfDir = normalize(tangentLightDir + tangentViewDir); | |
| 				fixed3 specular = _LightColor0.rgb * _Specular.rgb * pow(max(0, dot(tangentNormal, halfDir)), _Gloss); | |
| 				 | |
| 				return fixed4(ambient + diffuse + specular, 1.0); | |
| 			} | |
| 			 | |
| 			ENDCG | |
| 		} | |
| 	}  | |
| 	FallBack "Specular" | |
| }
 | |
| 
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