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84 lines
2.6 KiB
84 lines
2.6 KiB
// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld' |
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Shader "Unlit/OfficalBumpShader" |
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{ |
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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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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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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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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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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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// 实现法线区间的重新映射 |
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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(saturate(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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