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) = (1,1,1,1)_Gloss("Gloss", Range(8, 256)) = 8}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(4)};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(0, dot(worldLight, worldNormal));float3 halfDir = normalize(worldLight + worldView);fixed3 specular = albedo.xyz * _Specular * pow(max(0, dot(worldNormal, halfDir)), _Gloss);UNITY_LIGHT_ATTENUATION(atten, i, worldPos);fixed3 col = ambient + (diffuse + specular) * atten;return fixed4(col, 1);}ENDCG}Pass{Tags{"LightMode" = "ForwardAdd"}Blend One OneCGPROGRAM#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(4)};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(0, dot(worldLight, worldNormal));float3 halfDir = normalize(worldLight + worldView);fixed3 specular = albedo.xyz * _Specular * pow(max(0, dot(worldNormal, halfDir)), _Gloss);UNITY_LIGHT_ATTENUATION(atten, i, worldPos);fixed3 col = (diffuse + specular) * atten;return fixed4(col, 1);}ENDCG}}Fallback "Specular"
}
效果如下: