Shader实例:高级纹理应用
首先说下CubeMap的几种制作方式:
第一种方法:就是提供一张具有特殊布局的纹理(如:立方体展开贴图交叉布局,全景布局等)用的时候把Texture Type设置成Cubemap(优点:这种方法可以对纹理数据进行压缩,而且可以支持边缘修正,光滑反射和HDR等功能);
第二种方法:先创建一个CubeMap,然后赋予6张贴图;
第三种方法:
这种方法比较灵活,就是利用Camera的RenderToCubeMap方法动态创建了,脚本要放在Editor文件夹下,因为是在编辑环境下执行:
代码语言:javascript复制using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
public class SourceCubeMap : MonoBehaviour {
public Cubemap cubeMap;
public Transform RenderPos;
[MenuItem("Component/ExecuteRender")]
static void ExecuteRender() {
GameObject go = new GameObject("SourceCubeMap");
go.AddComponent<Camera>();
go.transform.position = GameObject.Find("Cube (2)").gameObject.transform.position;//获取具有反射效果对象的位置
go.GetComponent<Camera>().RenderToCubemap(Resources.Load("CubeMap") as Cubemap); //渲染立方体纹理
DestroyImmediate(go);
}
}
(1)菲涅尔反射:
运用公式:
Schlick菲涅尔近似等式:F(v,n)=F0 (1-F0)pow(1-cos(v.n));
直接看代码:
代码语言:javascript复制Shader "MyShader/FresnelReflection"
{
Properties
{
_MainColor("MainColor",color) = (1,1,1,1)
_FresnelScale("FresnelScale(反射系数)",Range(0,1))=0.5
_CubeMap("CubeMap",Cube) = "_Skybox"{}
}
SubShader
{
Tags { "RenderType" = "Opaque" }
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "AutoLight.cginc"
#include "Lighting.cginc"
fixed4 _MainColor;
float _FresnelScale;
samplerCUBE _CubeMap;
struct a2v
{
float4 vertex : POSITION;
float4 normal:NORMAL;
};
struct v2f
{
float4 vertex : SV_POSITION;
float4 worldPos:TEXCOORD1;
float3 worldNormal:TEXCOORD2;
float3 worldViewDir:TEXCOORD3;
float3 worldRefle : TEXCOORD4;
};
v2f vert (a2v v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.worldPos = mul(unity_ObjectToWorld,v.vertex);
o.worldNormal = UnityObjectToWorldNormal(v.normal);
o.worldViewDir = UnityWorldSpaceViewDir(o.worldPos);
o.worldRefle = reflect(-o.worldViewDir,o.worldNormal);
TRANSFER_SHADOW(o); //顶点着色器中使用此内置宏
//计算阴影纹理坐标后传递给片元着色器;
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed3 worldNor = normalize(i.worldNormal);
fixed3 worldLightDir = normalize(UnityWorldSpaceLightDir(i.worldPos));
fixed3 worldViewDir = normalize(i.worldViewDir);
fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz;
UNITY_LIGHT_ATTENUATION(atten,i,i.worldPos); //内置宏,计算阴影和光照衰减;
fixed3 reflection = texCUBE(_CubeMap,i.worldRefle).rgb;
fixed fresnel = _FresnelScale (1 - _FresnelScale)*pow(1 - dot(worldViewDir, worldNor), 5);
//Schlick菲涅尔近似等式:F(v,n)=F0 (1-F0)pow(1-cos(v.n));
//F0是反射系数,用于控制菲涅尔反射的强度,V是视角方向,n是表面法线;
fixed3 diffuse = _LightColor0.rgb*_MainColor.rgb*max(0, dot(worldLightDir, worldNor));
fixed3 color = ambient lerp(diffuse, reflection, saturate(fresnel))*atten;
return fixed4(color,1);
}
ENDCG
}
}
}
(2)普通反射:
//反射原理:通过入射光线得方向和表面法线方向计算反射方向(reflect函数) //再利用反射方向对立方体纹理采样即可
代码语言:javascript复制Shader "MyShader/ReflectionShader"
{
Properties
{
_Color("MainColor",color) = (1,1,1,1)
_ReflectColor("ReflectColor",color) = (1,1,1,1)//反射颜色
_ReflectAmount("Reflect Amount",Range(0,1)) = 0.5 //反射程度
_CubeMap("Reflect Map",Cube) = "_Skybox"{}
}
SubShader
{
Tags { "RenderType"="Opaque" }
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "AutoLight.cginc"
#include "Lighting.cginc"
struct a2v
{
float4 vertex : POSITION;
float4 normal:NORMAL;
};
struct v2f
{
float4 vertex : SV_POSITION;
float4 worldPos:TEXCOORD0;
float3 worldNormal:TEXCOORD1;
float3 reflectDir:TEXCOORD2;
float3 viewDir:TEXCOORD3;
float3 lightDir:TEXCOORD4;
};
fixed4 _Color;
fixed4 _ReflectColor;
float _ReflectAmount;
samplerCUBE _CubeMap;
v2f vert (a2v v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.worldPos = mul(unity_ObjectToWorld, v.vertex);
o.worldNormal = UnityObjectToWorldNormal(v.normal);
o.lightDir = normalize(UnityWorldSpaceLightDir(o.worldPos));
o.viewDir = UnityWorldSpaceViewDir(o.worldPos);
o.reflectDir = reflect(-o.viewDir, o.worldNormal);
TRANSFER_SHADOW(o);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed3 worldNor = normalize(i.worldNormal);
fixed3 viewDir = normalize(i.viewDir);
fixed3 lightDir = normalize(i.lightDir);
fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz;
fixed3 diffuse = _Color.rgb*_LightColor0.rgb*max(0, dot(worldNor, lightDir));
fixed3 reflection = texCUBE(_CubeMap, i.reflectDir).rgb*_ReflectColor.rgb;
UNITY_LIGHT_ATTENUATION(atten,i,i.worldPos);
fixed3 color = ambient lerp(diffuse, reflection, _ReflectAmount)*atten;
return fixed4(color,1);
}
ENDCG
}
}
}
(3)折射:
代码语言:javascript复制
代码语言:javascript复制Shader "MyShader/RefractShader"
{
Properties
{
_Color("MainColor",color) = (1,1,1,1)
_RefractColor("RefractColor",color) = (1,1,1,1)
_RefractAmount("RefractAmount",Range(0,1)) = 0.5
_RefractRatio("Refract Ratio",Range(0.1,1)) = 0.5
_CubeMap("Refract CubeMap",Cube) = "_Skybox"{}
}
SubShader
{
Tags { "RenderType"="Opaque" }
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "AutoLight.cginc"
#include "Lighting.cginc"
struct a2v
{
float4 vertex : POSITION;
float4 normal:NORMAL;
};
struct v2f
{
float4 vertex : SV_POSITION;
float4 worldPos:TEXCOORD0;
float3 worldNormal:TEXCOORD1;
float3 worldViewDir:TEXCOORD2;
float3 worldRefr:TEXCOORD3;
};
fixed4 _Color;
fixed4 _RefractColor;
float _RefractAmount;
float _RefractRatio;
samplerCUBE _CubeMap;
v2f vert (a2v v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.worldPos = mul(unity_ObjectToWorld, v.vertex);
o.worldNormal = UnityObjectToWorldNormal(v.normal);
o.worldViewDir = UnityWorldSpaceViewDir(o.worldPos);
o.worldRefr = refract(-normalize(o.worldViewDir),normalize(o.worldNormal), _RefractRatio);
TRANSFER_SHADOW(o);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed3 worldNor = normalize(i.worldNormal);
fixed3 lightDir = normalize(UnityWorldSpaceLightDir(i.worldPos));;
fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz;
fixed3 diffuse = _LightColor0.rgb*_Color.rgb*max(0, dot(worldNor, lightDir));
UNITY_LIGHT_ATTENUATION(atten,i,i.worldPos);
fixed3 refract = texCUBE(_CubeMap, i.worldRefr).rgb*_RefractColor.rgb;
fixed3 color = ambient lerp(diffuse,refract, _RefractAmount)*atten;
return fixed4(color,1);
}
ENDCG
}
}
}
代码语言:javascript复制