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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' Shader "Unlit/NormalTangent" { Properties { _Color("Color Tint", Color) = (1, 1, 1, 1) _MainTex("Main Tex", 2D) = "While"{} //法线纹理 _BumpMap("Normal Map", 2D) = "bump"{} //控制凹凸程度,为0时意味该法线纹理不会对光照产生任何影响 _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; }; 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; TANGENT_SPACE_ROTATION; //将光照方向从模型空间转换到切线空间中,ObjSpaceLightDir是内置函数,得到模型空间中的光照 o.lightDir = mul(rotation, ObjSpaceLightDir(v.vertex)).xyz; //将视角方向从模型空间转换到切线空间中,ObjSpaceViewDir是内置函数,得到模型空间中的视角方向 o.viewDir = mul(rotation, ObjSpaceViewDir(v.vertex)).xyz; return o; } fixed4 frag(v2f i) : SV_Target{ fixed3 tangentLightDir = normalize(i.lightDir); fixed3 tangentViewDir = normalize(i.viewDir); fixed4 packedNormal = tex2D(_BumpMap, i.uv.zw); fixed3 tangentNormal; //如果没有在Unity中把该法线纹理类型设置成Normal map //tangentNormal.xy = (packedNormal.xy * 2 - 1) * _BumpScale; //tangentNormal.z = sqrt(1.0 - saturate(dot(tangentNormal.xy, tangentNormal.xy))); //如果设置了Normal map 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 * pow(max(0, dot(tangentNormal, halfDir)), _Gloss); return fixed4(ambient + diffuse +specular, 1.0); } ENDCG } } Fallback "Specular" }
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