unityshader入门精要(三):基础纹理之单张纹理

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//使用单张纹理来代替物体的漫反射颜色
Shader "UnityShader/Single Texture" {
properties{
_Color("Color Tint",Color)=(1,1,1,1)//控制物体的整体色调
_MainTex("Main Tex",2D)="While"{}//“white”是内置纹理的名字,一个全白的纹理
_Specular("Specular",Color)=(1,1,1,1)
_Gloss("Gloss",Range(8.0,256))=20
}
SubShader{
pass{
Tags{"LightMode"="ForwardBase"}//Pass标签,定义该Pass在Unity光照流水线中的角色
CGPROGRAM
#pragma vertex vert
#pragma fragment frag

#include "Lighting.cginc"//内置变量_LightColor0
fixed4 _Color;
sampler2D _MainTex;
float4 _MainTex_ST;//纹理名_ST,ST:缩放(scale)和平移(translation)._MainTex_ST.xy存储的是缩放值,_MainTex_ST.zw存储的是偏移值,分别对应材质面板的纹理属性Tiling和Offset
fixed4 _Specular;
float _Gloss;

struct a2v{
float4 vertex:POSITION;
float3 normal:NORMAL;
float4 texcoord:TEXCOORD;//将模型的第一组纹理坐标存储到该变量中
};
struct v2f{
float4 pos:SV_POSITION;
float3 worldNormal:TEXCOORD0;
float3 worldPos:TEXCOORD1;
float2 uv:TEXCOORD2;
};

v2f vert(a2v v){
v2f o;
o.pos=UnityObjectToClipPos(v.vertex);// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
o.worldNormal=UnityObjectToWorldNormal(v.normal);
o.worldPos=mul(unity_ObjectToWorld,v.vertex).xyz;// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'

o.uv=v.texcoord.xy*_MainTex_ST.xy+_MainTex_ST.zw;//对顶点纹理坐标进行缩放和平移
//或者调用内建的方法
//o.uv=TRANSFORM_TEX(v.texcoord,_MainTex)

return o;
}
fixed4 frag(v2f i): SV_TARGET{
fixed3 worldNormal = normalize(i.worldNormal);
fixed3 worldLightDir = normalize(UnityWorldSpaceLightDir(i.worldPos));

fixed3 albedo=tex2D(_MainTex,i.uv).rgb*_Color.rgb;//对纹理进行采样,返回纹素值*_Color得到反射率albedo

//环境光ambient=反射率albedo*环境光照
fixed3 ambient=UNITY_LIGHTMODEL_AMBIENT.xyz*albedo;

//diffuse漫反射=平行光*反射率*Labert光照模型
fixed3 diffuse=_LightColor0.rgb*albedo*max(0,dot(worldNormal,worldLightDir));

//specular高光反射=平行光*高光反射颜色*Phong-Blinn模型
fixed3 viewDir = normalize(UnityWorldSpaceViewDir(i.worldPos));
fixed3 halfDir = normalize(viewDir+worldLightDir);
fixed3 specular = _LightColor0.rgb*_Specular.rgb*pow(max(0,dot(worldNormal,halfDir)),_Gloss);

return fixed4(ambient+diffuse+specular,1.0);
}

ENDCG
}
}
FallBack "Specular"
}