unity 遮罩纹理 Posted on 2019-02-25 遮罩纹理通过采样得到纹理的纹理像素值,然后使用其中某个或者某几个通道的值来与某种表面属性进行相乘,这样当该通道的值为0时,可以保护表面不受该属性的影响。 1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950515253545556575859606162636465666768697071Shader "My/Mask"{ properties{ _Color("Color", Color) = (1,1,1,1) _MainTex("MainTex", 2D) = "white"{} _BumpMap("Normal Map", 2D) = "bump" {} _BumpScale("Bump Scale", Float) = 1.0 _Specular("Specular", Color) = (1,1,1,1) _SpecularScale("Specular Scale", Float) = 1.0 _SpecularMask("Specular Mask", 2D) = "white" {} _Gloss("Gloss", Range(8.0, 256)) = 20 } SubShader{ Pass{ Tags{"LightMode"="ForwardBase"} CGPROGRAM #pragma vertex vert #pragma fragment frag #include "Lighting.cginc" fixed4 _Color; sampler2D _MainTex; float4 _MainTex_ST; sampler2D _BumpMap; sampler2D _SpecularMask; float _SpecularScale; fixed4 _Specular; float _Gloss; struct a2v{ float4 vertex : POSITION; float3 normal : NORMAL; float4 tangent : TANGENT; float4 texcoord : TEXCOORD0; }; struct v2f{ float4 pos : SV_POSITION; float2 uv : TEXCOORD0; float3 lightDir : TEXCOORD1; float3 viewDir : TEXCOORD2; }; v2f vert(a2v v){ v2f o; o.pos = mul(UNITY_MATRIX_MVP, v.vertex); o.uv.xy = v.texcoord.xy * _MainTex_ST.xy + _MainTex_ST.zw; TANGENT_SPACE_ROTATION; o.lightDir = mul(rotation, ObjSpaceLightDir(v.vertex)).xyz; o.viewDir = mul(rotation, ObjSpaceViewDir(v.vertex)).xyz; return o; } fixed4 frag(v2f i) : SV_Target{ fixed3 tangentLightDir = normalize(i.lightDir); fixed3 tangentViewDir = normalize(i.viewDir); fixed3 tangentNormal = UnpackNormal(tex2D(_BumpMap, i.uv)); tangentNormal.xy *= _BumpScale; tangentNormal.z = sqrt(1 - saturate(dot(tangentNormal.xy, tangentNormal.xy))); fixed3 albedo = tex2D(_MainTex, i.uv).rgb * _Color.rgb; fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz * albedo; fixed3 diffuse = _LightColor0.rgb * albedo * max(0, dot(tangentNormal, tangentLightDir)); fixed3 halfDir = normalize(tangentLightDir + tangentViewDir); fixed specularMask = tex2D(_SpecularMask, i.uv).r * _SpecularScale; fixed3 specular = _LightColor0.rgb * _Specular.rgb * pow(max(0, dot(tangentNormal, halfDir)) ,_Gloss) * specularMask; return fixed4(ambient + diffuse + specular, 1.0); } ENDCG } }}