多光照阴影Shader实现

参考 Shader 入门精要中第九章内容

Shader "Custom/LightShadow"
{
    
    
    Properties
    {
    
    
        _Color ("Color Tint", Color) = (1, 1, 1, 1)
        _MainTex ("Main Tex", 2D) = "white" {
    
    }
        _BumpMap ("Normal Tex", 2D) = "bump" {
    
    }
        _BumpScale ("Normal Scale", Range(0, 1)) = 1
        _Specular ("Spacular", Color) = (1, 1, 1, 1)
        _Gloss ("Gloss", Range(8, 256))= 20
    }
    SubShader
    {
    
    
        Tags {
    
     "RenderType" = "Opaque" "Queue" = "Geometry" }
        
        Pass
        {
    
    
            Tags {
    
     "LightMode" = "ForwardBase" }
            
            CGPROGRAM

            #pragma multi_compile_fwdbase

            #pragma vertex vert
            #pragma fragment frag

            #include <Lighting.cginc>
            #include <AutoLight.cginc>
            #include <UnityCG.cginc>

            struct a2v
            {
    
    
                float4 vertex : POSITION;
                float3 normal : NORMAL;
                float4 tangent : TANGENT;
                float4 texcoord : TEXCOORD0;
            };

            struct v2f
            {
    
    
                float4 pos : SV_POSITION;
                float4 uv : TEXCOORD0;
                float4 TtoW0 : TEXCOORD1;
                float4 TtoW1 : TEXCOORD2;
                float4 TtoW2 : TEXCOORD3;
                SHADOW_COORDS(4)
            };

            fixed4 _Color;
            sampler2D _MainTex;
            float4 _MainTex_ST;
            sampler2D _BumpMap;
            float4 _BumpMap_ST;
            fixed _BumpScale;
            fixed4 _Specular;
            float _Gloss;

            v2f vert(a2v v)
            {
    
    
                v2f o;
                //获得裁剪坐标空间的坐标值
                o.pos = UnityObjectToClipPos(v.vertex.xyz);

                //获得对应 uv 的坐标
                o.uv.xy = TRANSFORM_TEX(v.texcoord, _MainTex);
                o.uv.zw = TRANSFORM_TEX(v.texcoord, _BumpMap);

                //获得对应的坐标轴 x轴 -> Tangent y轴 -> Binormal z轴 -> Normal
                float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
                fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);
                fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);
                fixed3 worldBinormal = cross(worldNormal, worldTangent) * v.tangent.w;
                
                o.TtoW0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);
                o.TtoW1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);
                o.TtoW2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);

                TRANSFER_SHADOW(o);
                
                return o;
            }

            fixed4 frag(v2f i) : SV_Target
            {
    
    
                float3 worldPos = float3(i.TtoW0.w, i.TtoW1.w, i.TtoW2.w);
                fixed3 viewDir = normalize(UnityWorldSpaceViewDir(worldPos));
                fixed3 litDir = normalize(UnityWorldSpaceLightDir(worldPos));

                //获得世界坐标空间的 法向量
                fixed3 bump = UnpackScaleNormal(tex2D(_BumpMap, i.uv.zw), _BumpScale);
                bump = normalize(half3(dot(i.TtoW0.xyz, bump), dot(i.TtoW1.xyz, bump), dot(i.TtoW2.xyz, bump)));

                //获得主纹理的颜色
                fixed3 albedo = tex2D(_MainTex, i.uv.xy).rgb * _Color.rgb;

                //环境光
                fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz * albedo;

                //漫反射
                fixed3 diffuse = _LightColor0.rgb * albedo * (dot(bump, litDir) * 0.5 + 0.5);

                //高光反射 Blinn - Phong 模型
                fixed3 halfDir = normalize(viewDir + litDir);
                fixed3 specular = _LightColor0.rgb * _Specular.rgb * pow(max(0, dot(bump, halfDir)), _Gloss);

                //获得衰减值
                UNITY_LIGHT_ATTENUATION(atten, i, worldPos);
                
                return fixed4(ambient + (diffuse + specular) * atten, 1);
            }
            
            ENDCG
        }
        
        Pass
        {
    
    
            Tags {
    
     "LightMode" = "ForwardAdd" }
            
            Blend One One
            BlendOp Add
            
            CGPROGRAM

            #pragma multi_compile_fwdadd

            #pragma vertex vert
            #pragma fragment frag
           
            #include <AutoLight.cginc>
            #include <Lighting.cginc>

            struct a2v
            {
    
    
                float4 vertex : POSITION;
                float3 normal : NORMAL;
                float4 tangent : TANGENT;
                float4 texcoord : TEXCOORD0;
            };

            struct v2f
            {
    
    
                float4 pos : SV_POSITION;
                float4 uv : TEXCOORD0;
                float4 TtoW0 : TEXCOORD1;
                float4 TtoW1 : TEXCOORD2;
                float4 TtoW2 : TEXCOORD3;

                SHADOW_COORDS(4)
            };
            
            fixed4 _Color;
            sampler2D _MainTex;
            float4 _MainTex_ST;
            sampler2D _BumpMap;
            float4 _BumpMap_ST;
            fixed _BumpScale;
            fixed4 _Specular;
            float _Gloss;

            v2f vert(a2v v)
            {
    
    
                v2f o;
                //获得裁剪坐标空间的坐标值
                o.pos = UnityObjectToClipPos(v.vertex.xyz);

                //获得对应 uv 的坐标
                o.uv.xy = TRANSFORM_TEX(v.texcoord, _MainTex);
                o.uv.zw = TRANSFORM_TEX(v.texcoord, _BumpMap);

                //获得对应的坐标轴 x轴 -> Tangent y轴 -> Binormal z轴 -> Normal
                float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
                fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);
                fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);
                fixed3 worldBinormal = cross(worldNormal, worldTangent) * v.tangent.w;
                
                o.TtoW0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);
                o.TtoW1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);
                o.TtoW2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);

                TRANSFER_SHADOW(o);
                
                return o;
            }

            fixed4 frag(v2f i) : SV_Target
            {
    
    
                float3 worldPos = float3(i.TtoW0.w, i.TtoW1.w, i.TtoW2.w);
                fixed3 viewDir = normalize(UnityWorldSpaceViewDir(worldPos));
                fixed3 litDir = normalize(UnityWorldSpaceLightDir(worldPos));

                //获得世界坐标空间的 法向量
                fixed3 bump = UnpackScaleNormal(tex2D(_BumpMap, i.uv.zw), _BumpScale);
                bump = normalize(half3(dot(i.TtoW0.xyz, bump), dot(i.TtoW1.xyz, bump), dot(i.TtoW2.xyz, bump)));

                //获得主纹理的颜色
                fixed3 albedo = tex2D(_MainTex, i.uv.xy).rgb * _Color.rgb;

                //漫反射
                fixed3 diffuse = _LightColor0.rgb * albedo * (dot(bump, litDir) * 0.5 + 0.5);

                //高光反射 Blinn - Phong 模型
                fixed3 halfDir = normalize(viewDir + litDir);
                fixed3 specular = _LightColor0.rgb * _Specular.rgb * pow(max(0, dot(bump, halfDir)), _Gloss);

                //获得衰减值
                UNITY_LIGHT_ATTENUATION(atten, i, worldPos);
                
                return fixed4((diffuse + specular) * atten, 1);
            }
            
            ENDCG
        }
    }
    
    FallBack "Specular"
}

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转载自blog.csdn.net/m0_52361859/article/details/127493133
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