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