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Unity 通用透明物体漫反射Shader(双面渲染&多光源&光照衰减&法线贴图&凹凸透明度控制)

發(fā)布時(shí)間:2023/12/15 综合教程 34 生活家
生活随笔 收集整理的這篇文章主要介紹了 Unity 通用透明物体漫反射Shader(双面渲染&多光源&光照衰减&法线贴图&凹凸透明度控制) 小編覺(jué)得挺不錯(cuò)的,現(xiàn)在分享給大家,幫大家做個(gè)參考.
Shader "MyUnlit/AlphaBlendDiffuse"
{
    Properties
    {
		_Color("Color Tint(貼圖染色)",Color)=(1,1,1,1)
        _MainTex ("Texture(主貼圖)", 2D) = "white" {}
	    //bump為unity內(nèi)置的法線紋理,當(dāng)未配置任何法線紋理時(shí),bump對(duì)應(yīng)模型自帶的法線信息
	    _NormalMap("Normal Map(法線貼圖)",2D)="bump"{}
		_BumpScale("Bump Scale(凹凸程度)",float) = 1.0
		_Cutoff("Alpha(整體透明度)",range(0,1)) = 0.5
	}
	SubShader
	{
		//透明度混合需要定義的標(biāo)簽
		Tags{ "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" }

		//1.Base Pass背面(順序,透明物體先渲染背面再渲染正面)
		Pass
		{
			//提示此Pass為前向渲染中的Base Pass,計(jì)算環(huán)境光,自發(fā)光,平行光中的陰影,不計(jì)算其他疊加光照效果
			Tags{ "LightMode" = "ForwardBase" }
			//透明度混合需要關(guān)閉深度寫入
			ZWrite Off
			//開(kāi)啟混合操作并設(shè)置混合類型,此處類型為透明度混合
			Blend SrcAlpha OneMinusSrcAlpha
			//透明物體要考慮雙面渲染,第一個(gè)Pass只渲染背面,剔除正面
			Cull Front

			CGPROGRAM
			#pragma vertex vert
			#pragma fragment frag
			//Base Pass指令,用于得到對(duì)應(yīng)的光照變量
			#pragma multi_compile_fwdbase

			#include "UnityCG.cginc"
			//包含接收陰影的宏
			#include "AutoLight.cginc"
            #include "Lighting.cginc"

			fixed4 _Color;
		    sampler2D _MainTex;
			//用于控制對(duì)應(yīng)紋理的縮放和偏移,格式固定為xx_ST
			float4 _MainTex_ST;
			sampler2D _NormalMap;
			float4 _NormalMap_ST;
			float _BumpScale;
			fixed _Cutoff;//[0,1]范圍內(nèi)用fixed

            struct appdata
            {
                float4 vertex : POSITION;
				float3 normal:NORMAL;
				float4 tangent:TANGENT;//與法線不同,w需要用于控制朝向
                float2 uv : TEXCOORD0;
            };

            struct v2f
            {
				//節(jié)約空間,xy分量存主貼圖uv;zw存法線貼圖的
                float4 uv : TEXCOORD0;
                float4 pos : SV_POSITION;//變量名為pos,有關(guān)陰影計(jì)算的宏中使用了此變量
				//寄存器中沒(méi)法存矩陣,所以分別存矩陣的每一行
				float4 TtoW0 : TEXCOORD1;
				float4 TtoW1 : TEXCOORD2;
				float4 TtoW2 : TEXCOORD3;
				SHADOW_COORDS(4)//此陰影紋理坐標(biāo)存儲(chǔ)在TEXCOORD4中
            };

			//此處采用在世界空間中計(jì)算法線
            v2f vert (appdata v)
            {
                v2f o;
                o.pos = UnityObjectToClipPos(v.vertex);
				//用兩個(gè)分量分別存儲(chǔ)貼圖的縮放和偏移
                o.uv.xy = TRANSFORM_TEX(v.uv, _MainTex);
				o.uv.zw = TRANSFORM_TEX(v.uv, _NormalMap);

				float3 worldPos= mul(unity_ObjectToWorld, v.vertex).xyz;
				fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);
				fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);
				//叉積計(jì)算第三個(gè)標(biāo)準(zhǔn)正交基軸向,w指示朝向的正負(fù)
				fixed3 worldBinormal = cross(worldNormal, worldTangent) * v.tangent.w;
				//節(jié)約空間,順便將世界空間中的頂點(diǎn)位置存在w分量中
				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);
				//計(jì)算陰影紋理坐標(biāo)
				TRANSFER_SHADOW(o);

				return o;
            }

            fixed4 frag (v2f i) : SV_Target
            {
				//還原世界坐標(biāo)
				float3 worldPos = float3(i.TtoW0.w, i.TtoW1.w, i.TtoW2.w);
				//還原出矩陣,用于將紋理從頂點(diǎn)空間(切線空間)變?yōu)槭澜缈臻g,統(tǒng)一計(jì)算
				float3x3 TtoW= float3x3(i.TtoW0.xyz, i.TtoW1.xyz, i.TtoW2.xyz);
				//得到世界空間中的光源方向和視線方向
				fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));
				fixed3 viewDir = normalize(UnityWorldSpaceViewDir(worldPos));
				//從zw分量中采樣出法線并進(jìn)行凹凸程度的縮放,但此時(shí)法線依然處于頂點(diǎn)空間(切線空間)
				fixed3 tanNormal = UnpackNormalWithScale(tex2D(_NormalMap, i.uv.zw), _BumpScale);
				//通過(guò)之前構(gòu)造的變換矩陣將法線從頂點(diǎn)空間變換到世界空間
				fixed3 worldNormal = mul(TtoW, tanNormal);
				//采樣主紋理并染色,得到反射率
                fixed4 col = tex2D(_MainTex, i.uv);
				fixed3 albedo = col.rgb*_Color.rgb;
				//計(jì)算環(huán)境光
				fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz * albedo;
				//計(jì)算漫反射
				fixed3 diffuse = _LightColor0.rgb*albedo*saturate(dot(lightDir, worldNormal));
				//計(jì)算光照和陰影衰減值,結(jié)果為第一個(gè)參數(shù)
				UNITY_LIGHT_ATTENUATION(atten, i, worldPos);

				//返回計(jì)算結(jié)果
                return fixed4(ambient + diffuse * atten, col.a * _Cutoff);
            }
            ENDCG
        }
		//2.Base Pass正面
		Pass
		{
			Tags{ "LightMode" = "ForwardBase" }

			ZWrite Off
			Blend SrcAlpha OneMinusSrcAlpha
			//透明物體要考慮雙面渲染,此Pass只渲染正面,剔除背面
			Cull Back

			CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            #pragma multi_compile_fwdbase

            #include "UnityCG.cginc"
            #include "AutoLight.cginc"
            #include "Lighting.cginc"

			fixed4 _Color;
		    sampler2D _MainTex;
		    float4 _MainTex_ST;
		    sampler2D _NormalMap;
		    float4 _NormalMap_ST;
		    float _BumpScale;
		    fixed _Cutoff;

		struct appdata
		{
			float4 vertex : POSITION;
			float3 normal:NORMAL;
			float4 tangent:TANGENT;
			float2 uv : TEXCOORD0;
		};

		struct v2f
		{
			float4 uv : TEXCOORD0;
			float4 pos : SV_POSITION;

			float4 TtoW0 : TEXCOORD1;
			float4 TtoW1 : TEXCOORD2;
			float4 TtoW2 : TEXCOORD3;
			SHADOW_COORDS(4)
		};

		v2f vert(appdata v)
		{
			v2f o;
			o.pos = UnityObjectToClipPos(v.vertex);
			o.uv.xy = TRANSFORM_TEX(v.uv, _MainTex);
			o.uv.zw = TRANSFORM_TEX(v.uv, _NormalMap);

			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);

			float3x3 TtoW = float3x3(i.TtoW0.xyz, i.TtoW1.xyz, i.TtoW2.xyz);

			fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));
			fixed3 viewDir = normalize(UnityWorldSpaceViewDir(worldPos));

			fixed3 tanNormal = UnpackNormalWithScale(tex2D(_NormalMap, i.uv.zw), _BumpScale);

			fixed3 worldNormal = mul(TtoW, tanNormal);

			fixed4 col = tex2D(_MainTex, i.uv);
			fixed3 albedo = col.rgb*_Color.rgb;

			fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz * albedo;

			fixed3 diffuse = _LightColor0.rgb*albedo*saturate(dot(lightDir, worldNormal));

			UNITY_LIGHT_ATTENUATION(atten, i, worldPos);

			return fixed4(ambient + diffuse * atten, col.a * _Cutoff);
		}
			ENDCG
		}
		//3.Add Pass正常渲染
		Pass
		{
			//提示此Pass為前向渲染中的Add Pass,計(jì)算其他疊加光照效果,每個(gè)光源計(jì)算一次
			Tags{ "LightMode" = "ForwardAdd" }

			ZWrite Off
			Blend SrcAlpha One
			Cull Back

			CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
			//Add Pass指令,用于得到對(duì)應(yīng)的光照變量
            //#pragma multi_compile_fwdadd
			//陰影情況下使用:
			#pragma multi_compile_fwdadd_fullshadows

            #include "UnityCG.cginc"
            #include "AutoLight.cginc"
            #include "Lighting.cginc"

			fixed4 _Color;
		    sampler2D _MainTex;
		    float4 _MainTex_ST;
		    sampler2D _NormalMap;
		    float4 _NormalMap_ST;
		    float _BumpScale;
		    fixed _Cutoff;

		struct appdata
		{
			float4 vertex : POSITION;
			float3 normal:NORMAL;
			float4 tangent:TANGENT;
			float2 uv : TEXCOORD0;
		};

		struct v2f
		{			
			float4 uv : TEXCOORD0;
			float4 pos : SV_POSITION;

			float4 TtoW0 : TEXCOORD1;
			float4 TtoW1 : TEXCOORD2;
			float4 TtoW2 : TEXCOORD3;
			SHADOW_COORDS(4)
		};

		v2f vert(appdata v)
		{
			v2f o;
			o.pos = UnityObjectToClipPos(v.vertex);
			o.uv.xy = TRANSFORM_TEX(v.uv, _MainTex);
			o.uv.zw = TRANSFORM_TEX(v.uv, _NormalMap);

			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);

			float3x3 TtoW = float3x3(i.TtoW0.xyz, i.TtoW1.xyz, i.TtoW2.xyz);

			fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));
			fixed3 viewDir = normalize(UnityWorldSpaceViewDir(worldPos));

			fixed3 tanNormal = UnpackNormalWithScale(tex2D(_NormalMap, i.uv.zw), _BumpScale);

			fixed3 worldNormal = mul(TtoW, tanNormal);

			fixed4 col = tex2D(_MainTex, i.uv);
			fixed3 albedo = col.rgb*_Color.rgb;

			fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz * albedo;

			fixed3 diffuse = _LightColor0.rgb*albedo*saturate(dot(lightDir, worldNormal));

			UNITY_LIGHT_ATTENUATION(atten, i, worldPos);

			return fixed4(ambient + diffuse * atten, col.a * _Cutoff);
		}
			ENDCG
		}
    }
	//無(wú)陰影
	//FallBack "Transparent/VertexLit"
	//強(qiáng)制產(chǎn)生陰影
	FallBack "VertexLit"
}

  

對(duì)于至今為止Shader學(xué)習(xí)內(nèi)容的一個(gè)總結(jié),算是一個(gè)比較綜合通用的shader了,因?yàn)槭锹瓷渌詴簳r(shí)沒(méi)有計(jì)算高光部分,之后再出一個(gè)帶高光版本的。

備注都有比較詳細(xì)的說(shuō)明,基本思路是利用多個(gè)Pass分別進(jìn)行正反面的渲染,再結(jié)合前向渲染的分光照渲染來(lái)實(shí)現(xiàn)。

最后擺出效果圖w~

總結(jié)

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