Shader实例:高级纹理应用

2019-12-03 14:51:07 浏览数 (2)

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

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