洋哥给一个月,说想要一个好的头发shader
怕以后越改越糟糕,打算把每天优化的东西做个总结,一是督促自己,每天都要出成绩,二是万一觉得昨天的效果更好,还有可以返回的余地
接下来一个月的时间计划:
上午八点起床,八点到八点半做饭洗漱,八点半到九点灵修,九点到九点十五吃饭,九点十五到十点公交上班加听英语。
十点到十点半写英语,十点半到十二点半浏览个大网站和新鲜的博文,十二点半到两点健身房健身时间40分钟。
回来吃个水果,两点到五点继续学习unityshader的书,五点到五点半吃饭。
五点半到八点半把上午浏览的新东西,和下午学习的新东西加到头发的shader里面。
八点半到九点半之间下班,九点半到十点之间到家或者去超市采购蔬菜水果。
十点到十一点看看书,写写日记,收拾屋子,争取十二点之前睡觉。
Shader "Unlit/NewUnlitShader"
{
Properties
{
_Color("Color Tint", Color) = (1,1,1,1)
_MainTex("MainTex", 2D) = "White" {}
_Cutoff("Alpha Cutoff", Range(0,1)) = 0.5
_BumpMap("Normal Map",2D) = "bump"{}
//整体透明度强弱
_AlphaScale("Alpha Scale",Range(0,1)) = 1
//法线纹理凹凸程度
_BumpScale("Bump Scale",Float) = 1.0
_Specular("Specular",Color) = (1,1,1,1)
_Gloss("Gloss",Range(8.0,256)) = 20
}
SubShader
{
Tags{ "Queue" = "AlphaTest" "IgnoreProject" = "True" "RenderType" = "TransparentCutout" }
Pass
{
Tags{ "LightMode" = "ForwardBase" }
//剔除前面
Cull Front
//ZWrite off
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "LIghting.cginc"
#include "AutoLight.cginc"
fixed4 _Color;
sampler2D _MainTex;
float4 _MainTex_ST;
fixed _Cutoff;
fixed _AlphaScale;
sampler2D _BumpMap;
float4 _BumpMap_ST;
float _BumpScale;
fixed4 _Specular;
float _Gloss;
struct a2v
{
float4 vertex : POSITION;
float3 normal : NORMAL;
float4 texcoord : TEXCOORD0;
float4 tangent:TANGENT;
};
struct v2f
{
float4 pos : SV_POSITION;
float3 worldNormal : TEXCOORD0;
float3 worldPos : TEXCOORD1;
float4 uv : TEXCOORD2;
SHADOW_COORDS(3)
float3 lightDir:TEXCOORD4;
float3 viewDir:TEXCOORD5;
};
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;
o.worldNormal = UnityObjectToWorldNormal(v.normal);
o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
//o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
TANGENT_SPACE_ROTATION;
o.lightDir = mul(rotation, ObjSpaceLightDir(v.vertex)).xyz;
o.viewDir = mul(rotation, ObjSpaceViewDir(v.vertex)).xyz;
TRANSFER_SHADOW(o);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed3 tangentLightDir = normalize(i.lightDir);
fixed3 tangentViewDir = normalize(i.viewDir);
//利用tex2D对法线纹理_BumpMap进行采样
fixed4 packedNormal = tex2D(_BumpMap, i.uv.zw);
fixed3 tangentNormal;
//or mark the texture as "Normal map",ang use the built-in funciton(或者将纹理标记为“法线贴图”,使用内置函数)
tangentNormal = UnpackNormal(packedNormal);
tangentNormal.xy *= _BumpScale;
fixed3 worldNormal = normalize(i.worldNormal);
fixed3 worldLightDir = normalize(UnityWorldSpaceLightDir(i.worldPos));
fixed4 texColor = tex2D(_MainTex, i.uv);
//透明度测试
clip(texColor.a - _Cutoff);
fixed3 albedo = tex2D(_MainTex, i.uv).rgb*_Color.rgb;
fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz * albedo;
fixed3 diffuse = _LightColor0.rgb * albedo * saturate(dot(worldNormal, worldLightDir));
UNITY_LIGHT_ATTENUATION(atten, i, i.worldPos);
fixed3 halfDir = normalize(tangentLightDir + tangentViewDir);
fixed3 specular = _LightColor0.rgb*_Specular.rgb*pow(max(0, dot(tangentNormal, halfDir)), _Gloss);
return fixed4(ambient + (diffuse + specular )* atten, texColor.a*_AlphaScale);
}
ENDCG
}
Pass
{
Tags{ "LightMode" = "ForwardBase" }
//剔除背面
Cull Back
//ZWrite off
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "LIghting.cginc"
#include "AutoLight.cginc"
fixed4 _Color;
sampler2D _MainTex;
float4 _MainTex_ST;
fixed _Cutoff;
fixed _AlphaScale;
sampler2D _BumpMap;
float4 _BumpMap_ST;
float _BumpScale;
fixed4 _Specular;
float _Gloss;
struct a2v
{
float4 vertex : POSITION;
float3 normal : NORMAL;
float4 texcoord : TEXCOORD0;
float4 tangent:TANGENT;
};
struct v2f
{
float4 pos : SV_POSITION;
float3 worldNormal : TEXCOORD0;
float3 worldPos : TEXCOORD1;
float4 uv : TEXCOORD2;
SHADOW_COORDS(3)
float3 lightDir:TEXCOORD4;
float3 viewDir:TEXCOORD5;
};
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;
o.worldNormal = UnityObjectToWorldNormal(v.normal);
o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
//o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
TANGENT_SPACE_ROTATION;
o.lightDir = mul(rotation, ObjSpaceLightDir(v.vertex)).xyz;
o.viewDir = mul(rotation, ObjSpaceViewDir(v.vertex)).xyz;
TRANSFER_SHADOW(o);
return o;
}
fixed4 frag(v2f i) : SV_Target
{
fixed3 tangentLightDir = normalize(i.lightDir);
fixed3 tangentViewDir = normalize(i.viewDir);
//利用tex2D对法线纹理_BumpMap进行采样
fixed4 packedNormal = tex2D(_BumpMap, i.uv.zw);
fixed3 tangentNormal;
//or mark the texture as "Normal map",ang use the built-in funciton(或者将纹理标记为“法线贴图”,使用内置函数)
tangentNormal = UnpackNormal(packedNormal);
tangentNormal.xy *= _BumpScale;
fixed3 worldNormal = normalize(i.worldNormal);
fixed3 worldLightDir = normalize(UnityWorldSpaceLightDir(i.worldPos));
fixed4 texColor = tex2D(_MainTex, i.uv);
//透明度测试
clip(texColor.a - _Cutoff);
fixed3 albedo = tex2D(_MainTex, i.uv).rgb*_Color.rgb;
fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz * albedo;
fixed3 diffuse = _LightColor0.rgb * albedo * saturate(dot(worldNormal, worldLightDir));
UNITY_LIGHT_ATTENUATION(atten, i, i.worldPos);
fixed3 halfDir = normalize(tangentLightDir + tangentViewDir);
fixed3 specular = _LightColor0.rgb*_Specular.rgb*pow(max(0, dot(tangentNormal, halfDir)), _Gloss);
return fixed4(ambient + (diffuse + specular)* atten, texColor.a*_AlphaScale);
}
ENDCG
}
}
Fallback "Transparent/Cutout/VertexLit"
}
昨天融合了半透明加阴影,保证了渲染次序不返,还能让透明物体有影子,有高光的基础shader。
目前看来还需要改善高光的强度,形状,添加异性。
软化边缘,看起来好硬。。。low死了