UnityShader18:立方体贴图(上)

一、天空盒

使用立方体贴图最直接的目的就是展现天空盒,或者更进一步用于实现环境映射(反射与折射)

关于立方体贴图的采样原理:https://blog.csdn.net/Jaihk662/article/details/107379399

Unity 中天空盒的设置:

一样可以对于不同的摄像机使用不同的天空盒:

二、简单的反射实现

关于反射和折射的原理:https://blog.csdn.net/Jaihk662/article/details/107491144

代码和效果:

Shader "Jaihk662/Reflection1"
{
    Properties
    {
        _DiffuseColor ("DiffuseColor", Color) = (1, 1, 1, 1)
        _ReflectColor ("ReflectColor", Color) = (1, 1, 1, 1)
        _ReflectAmount ("ReflectAmount", Range(0, 1)) = 1
        _Cubemap ("ReflectionCubemap", Cube) = "_Skybox" {}
    }
    SubShader
    {
        LOD 200
        PASS 
        {
            Tags { "LightMode" = "ForwardBase" }
 
            CGPROGRAM
            #pragma vertex vert             //声明顶点着色器的函数
            #pragma fragment frag           //声明片段着色器的函数
            #include "UnityCG.cginc"
            #include "Lighting.cginc"
 
            fixed4 _DiffuseColor;
            fixed4 _ReflectColor;
            float _ReflectAmount;
            samplerCUBE _Cubemap;

            struct _2vert 
            {
                float4 vertex: POSITION;
                float3 normal: NORMAL;
                float4 texcoord: TEXCOORD0;
            };
            struct vert2frag 
            {
                float4 pos: SV_POSITION;
                float3 wPos: TEXCOORD0;
                float3 wNormal: TEXCOORD1;
                float3 wViewDir: TEXCOORD2;
                float3 wReflect: TEXCOORD3;
            };
 
            vert2frag vert(_2vert v) 
            {
                vert2frag o;
                o.pos = UnityObjectToClipPos(v.vertex);
                o.wNormal = normalize(UnityObjectToWorldNormal(v.normal));
                o.wPos = mul(unity_ObjectToWorld, v.vertex).xyz;
                o.wViewDir = normalize(UnityWorldSpaceViewDir(o.wPos));
                o.wReflect = reflect(-o.wViewDir, o.wNormal);           //在片段着色器中计算反射向量,性能优先
                return o;
            }
            fixed4 frag(vert2frag i): SV_Target 
            {
                fixed3 wLightDir = normalize(UnityWorldSpaceLightDir(i.wPos));

                fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz;
                fixed3 diffuse = _LightColor0.rgb * _DiffuseColor.rgb * (0.5 * dot(i.wNormal, wLightDir) + 0.5);            
                fixed3 reflection = texCUBE(_Cubemap, i.wReflect).rgb * _ReflectColor.rgb;
 
                return fixed4(ambient + lerp(diffuse, reflection, _ReflectAmount), 1.0); 
            } 
            ENDCG
        }
    }
    FallBack "Specular"
}

这种反射属于假反射,只能反射天空盒,不能反射其它物体

三、简单的折射效果

代码和效果:

Shader "Jaihk662/Refraction1"
{
    Properties
    {
        _DiffuseColor ("DiffuseColor", Color) = (1, 1, 1, 1)
        _RefractColor ("RefractColor", Color) = (1, 1, 1, 1)
        _RefractAmount ("RefractAmount", Range(0, 1)) = 1
        _RefractRatio ("RefractiRatio", Range(0.1, 1)) = 0.5        //折射率
        _Cubemap ("ReflectionCubemap", Cube) = "_Skybox" {}
    }
    SubShader
    {
        LOD 200
        PASS 
        {
            Tags { "LightMode" = "ForwardBase" }
 
            CGPROGRAM
            #pragma vertex vert             //声明顶点着色器的函数
            #pragma fragment frag           //声明片段着色器的函数
            #include "UnityCG.cginc"
            #include "Lighting.cginc"
 
            fixed4 _DiffuseColor;
            fixed4 _RefractColor;
            float _RefractAmount;
            float _RefractRatio;
            samplerCUBE _Cubemap;

            struct _2vert 
            {
                float4 vertex: POSITION;
                float3 normal: NORMAL;
                float4 texcoord: TEXCOORD0;
            };
            struct vert2frag 
            {
                float4 pos: SV_POSITION;
                float3 wPos: TEXCOORD0;
                float3 wNormal: TEXCOORD1;
                float3 wViewDir: TEXCOORD2;
                float3 wRefract: TEXCOORD3;
            };
 
            vert2frag vert(_2vert v) 
            {
                vert2frag o;
                o.pos = UnityObjectToClipPos(v.vertex);
                o.wNormal = normalize(UnityObjectToWorldNormal(v.normal));
                o.wPos = mul(unity_ObjectToWorld, v.vertex).xyz;
                o.wViewDir = normalize(UnityWorldSpaceViewDir(o.wPos));
                o.wRefract = refract(-o.wViewDir, o.wNormal, _RefractRatio);           //在片段着色器中计算反射向量,性能优先
                return o;
            }
            fixed4 frag(vert2frag i): SV_Target 
            {
                fixed3 wLightDir = normalize(UnityWorldSpaceLightDir(i.wPos));

                fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz;
                fixed3 diffuse = _LightColor0.rgb * _DiffuseColor.rgb * (0.5 * dot(i.wNormal, wLightDir) + 0.5);            
                fixed3 refraction = texCUBE(_Cubemap, i.wRefract).rgb * _RefractColor.rgb;
 
                return fixed4(ambient + lerp(diffuse, refraction, _RefractAmount), 1.0); 
            } 
            ENDCG
        }
    }
    FallBack "Specular"
}

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转载自blog.csdn.net/Jaihk662/article/details/113248074