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Shader"Unity Shaders Book/Chapter 7/Ramp Texture"
{
Properties
{
_Color ("Color Tint", Color) = (1,1,1,1)
//"White是内置纹理名字,即全白纹理,{}是初始值"
_RampTex("Ramp Text", 2D) = "white" {}
_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 _RampTex;
//定义_RampTex的纹理属性变量
float4 _RampTex_ST;
fixed4 _Specular;
float _Gloss;
struct a2v
{
float4 vertex : POSITION;
float3 normal : NORMAL;
float4 texcoord : TEXCOORD0;
};
struct v2f
{
float4 pos : SV_POSITION;
float3 worldNormal : TEXCOORD0;
float3 worldPos : TEXCOORD1;
float2 uv : TEXCOORD2;
};
v2f vert (a2v v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.worldNormal = UnityObjectToWorldNormal(v.normal);
o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
//使用内置宏TRANSFORM_TEX(顶点纹理坐标,纹理名)计算经过平铺和偏移后的纹理坐标
o.uv = TRANSFORM_TEX(v.texcoord, _RampTex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed3 worldNormal = normalize(i.worldNormal);
fixed3 worldLightDir = normalize(UnityWorldSpaceLightDir(i.worldPos));
fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz ;
//使用半兰伯特模型构建一个纹理坐标,使用此坐标对渐变纹理进行采样,uv方向都使用半兰博特,最后将渐变纹理与材质纹理相乘
fixed halfLambert = 0.5 * dot(worldNormal, worldLightDir) + 0.5;
fixed3 diffuseColor = tex2D(_RampTex, fixed2(halfLambert, halfLambert)).rgb * _Color.rgb;
fixed3 diffuse = _LightColor0.rgb * diffuseColor;
fixed3 viewDir = normalize(UnityWorldSpaceViewDir(i.worldPos));
fixed3 halfDir = normalize(worldLightDir + viewDir);
fixed3 specular = _LightColor0.rgb * _Specular.rgb * pow(saturate(dot(worldNormal,halfDir)), _Gloss);
return fixed4(ambient + diffuse + specular,1.0);
; }
ENDCG
}
}
Fallback"Specular"
}
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