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本系列主要参考《Unity Shaders and Effects Cookbook》一书(感谢原书作者),同时会加上一点个人理解或拓展。
这里是本书所有的插图。这里是本书所需的代码和资源(当然你也可以从官网下载)。
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Properties {
_MainTint ("Diffuse Tint", Color) = (1,1,1,1)
_MainTex ("Base (RGB)", 2D) = "white" {}
_NormalMap ("Normal Map", 2D) = "bump" {}
}CGPROGRAM #pragma surface surf Unlit vertex:vert
float4 _MainTint; sampler2D _MainTex; sampler2D _NormalMap;
inline half4 LightingUnlit (SurfaceOutput s, fixed3 lightDir, fixed atten)
{
half4 c = half4(1,1,1,1);
c.rgb = s.Albedo;
c.a = s.Alpha;
return c;
} struct Input {
float2 uv_MainTex;
float2 uv_NormalMap;
float3 tan1;
float3 tan2;
}; void vert (inout appdata_full v, out Input o)
{
UNITY_INITIALIZE_OUTPUT(Input,o);
TANGENT_SPACE_ROTATION;
o.tan1 = mul(rotation, UNITY_MATRIX_IT_MV[0].xyz);
o.tan2 = mul(rotation, UNITY_MATRIX_IT_MV[1].xyz);
} void surf (Input IN, inout SurfaceOutput o)
{
float3 normals = UnpackNormal(tex2D(_NormalMap, IN.uv_NormalMap));
o.Normal = normals;
float2 litSphereUV;
litSphereUV.x = dot(IN.tan1, o.Normal);
litSphereUV.y = dot(IN.tan2, o.Normal);
half4 c = tex2D (_MainTex, litSphereUV*0.5+0.5);
o.Albedo = c.rgb * _MainTint;
o.Alpha = c.a;
}Shader "Custom/LitSphere" {
Properties {
_MainTint ("Diffuse Tint", Color) = (1,1,1,1)
_MainTex ("Base (RGB)", 2D) = "white" {}
_NormalMap ("Normal Map", 2D) = "bump" {}
}
SubShader {
Tags { "RenderType"="Opaque" }
LOD 200
CGPROGRAM
#pragma surface surf Unlit vertex:vert
float4 _MainTint;
sampler2D _MainTex;
sampler2D _NormalMap;
inline half4 LightingUnlit (SurfaceOutput s, fixed3 lightDir, fixed atten)
{
half4 c = half4(1,1,1,1);
c.rgb = s.Albedo;
c.a = s.Alpha;
return c;
}
struct Input {
float2 uv_MainTex;
float2 uv_NormalMap;
float3 tan1;
float3 tan2;
};
void vert (inout appdata_full v, out Input o)
{
UNITY_INITIALIZE_OUTPUT(Input,o);
TANGENT_SPACE_ROTATION;
o.tan1 = mul(rotation, UNITY_MATRIX_IT_MV[0].xyz);
o.tan2 = mul(rotation, UNITY_MATRIX_IT_MV[1].xyz);
}
void surf (Input IN, inout SurfaceOutput o)
{
float3 normals = UnpackNormal(tex2D(_NormalMap, IN.uv_NormalMap));
o.Normal = normals;
float2 litSphereUV;
litSphereUV.x = dot(IN.tan1, o.Normal);
litSphereUV.y = dot(IN.tan2, o.Normal);
half4 c = tex2D (_MainTex, litSphereUV*0.5+0.5);
o.Albedo = c.rgb * _MainTint;
o.Alpha = c.a;
}
ENDCG
}
FallBack "Diffuse"
}
【Unity Shaders】Lighting Models —— 光照模型之Lit Sphere,布布扣,bubuko.com
【Unity Shaders】Lighting Models —— 光照模型之Lit Sphere
标签:style blog class c code tar
原文地址:http://blog.csdn.net/candycat1992/article/details/26387471