Shader实例:高级纹理应用
发表于2018-04-14
使用Shader处理纹理是件简单的事情,不过本篇要和大家介绍的是Shader高级纹理应用。
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:
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:
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
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:
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 } } }
来自:https://blog.csdn.net/linuxheik/article/details/46128405