unity 渐变纹理 Posted on 2019-02-25 纹理可以存储任何表面属性,一种常见的办法就是使用渐变纹理来控制漫反射光照的颜色。 1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950515253545556575859606162Shader "My/RampTexture"{ Properties{ _Color("Color Tint", Color) = (1,1,1,1) _RampTex("Ramp Tex", 2D) = "white" {} _Specular("Specular", Color) = (1,1,1,1) _Gloss("Gloss", Range(8, 256)) = 20 } SubShader{ Pass{ Tags{"LightMode"="ForwardBase"} CGPROGRAM #pragma vertex vert #pragma fragment frag #include "Lighting.cginc" fixed4 _Color; sampler2D _RampTex; float4 _RampTex_ST; fixed4 _Specular; float _Gloss; struct a2v{ float4 vertex : POSITION; float3 normal : NORMAL; float4 texcoord : TEXCOORD0; }; struct v2f{ float4 pos : SV_POSITION; float3 worldNormal : TEXCOORD0; float3 worldPos : TEXCOORD1; float2 uv : TEXCOORD2; }; v2f vert(a2v v){ v2f o; o.pos = mul(UNITY_MATRIX_MVP, v.vertex); o.worldNormal = UnityObjectToWorldNormal(v.normal); o.worldPos = mul(_Object2World, v.vertex).xyz; o.uv = TRANSFORM_TEX(v.texcoord, _RampTex); return o; } fixed4 frag(v2f i) : SV_Target{ fixed3 worldNormal = normalize(i.worldNormal); fixed3 worldLightDir = normalize(UnityWorldSpaceLightDir(i.worldPos)); fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz; fixed3 halfLambert = 0.5* dot(worldNormal, worldLightDir) + 0.5; fixed3 diffuseColor = tex2D(_RampTex, fixed2(halfLambert, halfLambert)).rgb * _Color.rgb; //使用半兰伯特模型来构建一个纹理坐标,并用这个坐标对渐变纹理采样 fixed3 diffuse = _LightColor0.rgb * diffuseColor; fixed3 viewDir = normalize(UnityWorldSpaceViewDir(i.worldPos)); fixed3 halfDir = normalize(worldLightDir + viewDir); fixed3 specular = _LightColor0.rgb * _Specular.rgb * pow(max(0, dot(worldNormal, halfDir)) ,_Gloss); } return fixed4(ambient + diffuse + specular, 1.0); ENDCG } } Fallback "Specular"}