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Shader入门精要笔记 - CH7.4_遮罩图在像素级别控制高光强度

时间:2023-02-03 23:22:43浏览次数:38  
标签:遮罩 高光 CH7.4 uv vertex tangentNormal Specular fixed3

使用了遮罩图后,高光区域我们可以更精细的控制了。不然只能在整体上用Gloss参数调整高光区域

 

贴图漫反射(MainTex)+高光反射+法线贴图+遮罩图(SpecularMask)

Shader "My/Tex/MaskTex"
{
    Properties
    {
        _MainTex("Main Texture", 2D) = "white" {}
        _Color("Diffuse Color", Color) = (1, 1, 1, 1)

        _BumpMap("Normal Map", 2D) = "bump" {} //法线贴图(非高度贴图), 默认为模型自带法线信息
        _BumpScale("Bump Scale", float) = 1.0 //凹凸强度因子

        _Specular("Specular", Color) = (1, 1, 1, 1) //高光反射颜色
        _SpecularMask("Specular Mask", 2D) = "white" {} //高光反射蒙版
        _SpecularScale("Specular Scale", float) = 1.0

        _Gloss("Gloss", Range(8.0, 256)) = 20 //高光区域大小
    }
    SubShader
    {
        Tags { "LightMode" = "ForwardBase" }

        Pass
        {
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag

            #include "Lighting.cginc"

            struct appdata
            {
                float4 vertex : POSITION;
                float3 normal : NORMAL; //顶点法线
                float2 texcoord : TEXCOORD0;
                float4 tangent : TANGENT; //顶点切线
            };

            struct v2f
            {
                float4 vertex : SV_POSITION;
                float4 uv : TEXCOORD0;
                float3 lightDir : TEXCOORD1;
                float3 viewDir: TEXCOORD2;
            };

            sampler2D _MainTex;
            float4 _MainTex_ST;
            fixed4 _Color;

            sampler2D _BumpMap;
            float4 _BumpMap_ST;
            float _BumpScale;

            fixed4 _Specular;
            sampler2D _SpecularMask;
            float _SpecularScale;

            float _Gloss;

            v2f vert(appdata v)
            {
                v2f o;
                o.vertex = UnityObjectToClipPos(v.vertex);
                o.uv.xy = TRANSFORM_TEX(v.texcoord, _MainTex);
                o.uv.zw = TRANSFORM_TEX(v.texcoord, _BumpMap);

                TANGENT_SPACE_ROTATION; //模型控件->切线空间变换矩阵

                o.lightDir = mul(rotation, ObjSpaceLightDir(v.vertex)).xyz; //光方向(切线空间)
                o.viewDir = mul(rotation, ObjSpaceViewDir(v.vertex)).xyz; //顶点到相机的观察方向向量(切线空间)

                return o;
            }

            fixed4 frag(v2f i) : SV_Target
            {
                fixed3 tangentLightDir = normalize(i.lightDir);
                fixed3 tangentViewDir = normalize(i.viewDir);

                //法线会参与到漫反射和高光反射的
                fixed4 packedNormal = tex2D(_BumpMap, i.uv.zw); //存放了法线向量的x, y
                fixed3 tangentNormal; //切线空间法线
                tangentNormal = UnpackNormal(packedNormal);
                tangentNormal.xy *= _BumpScale;
                tangentNormal.z = sqrt(1.0 - saturate(dot(tangentNormal.xy, tangentNormal.xy))); //方向向量满足x*x+y*y+z*z=1

                fixed3 albedo = tex2D(_MainTex, i.uv).rgb * _Color.rgb; //取贴图颜色作为漫反射颜色
                fixed3 ambientColor = UNITY_LIGHTMODEL_AMBIENT.xyz * albedo; //环境光

                fixed3 lambert = max(0, dot(tangentNormal, tangentLightDir)); //表面法线和光线方向夹角的cos值成正比
                fixed3 diffuseColor = _LightColor0.rgb * albedo * lambert; //漫反射计算公式

                fixed3 halfDir = normalize(tangentLightDir + tangentViewDir); // blinn模型引入的h向量
                fixed3 specularColor = _LightColor0.rgb * _Specular.rgb * pow(max(0, dot(tangentNormal, halfDir)), _Gloss); // blinn模型高光反射计算公式(更亮, 高光区域更大)

                fixed specularMask = tex2D(_SpecularMask, i.uv.xy).r * _SpecularScale; //采样遮罩贴图(使用Main的uv值), 使用r通道值来控制高光反射强度
                specularColor *= specularMask;

                return fixed4(ambientColor + diffuseColor + specularColor, 1);
            }
            ENDCG
        }
    }
    Fallback "Specular"
}

 

标签:遮罩,高光,CH7.4,uv,vertex,tangentNormal,Specular,fixed3
From: https://www.cnblogs.com/sailJs/p/17082379.html

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