Unity shader之金属质感衣服
一套QQ飞车的衣服,模仿其效果写的shader,效果如下:
部分shader如下:
1 Shader "qq/Cloth" 2 { 3 Properties 4 { 5 _MainTex ("Base (RGB)", 2D) = "white" {} 6 _NormalMap("Normal Map", 2D) = "bump" {} 7 _AlphaTex("Alpha", 2D) = "white" {} 8 9 _SpecularColor ("Specular Color", Color) = (1,1,1,1) 10 11 _Cubemap("Cubemap", Cube) = "" {} 12 _HighLightMask ("High Light Mask", 2D) = "white" {} 13 } 14 15 SubShader 16 { 17 Tags 18 { 19 "Queue" = "Geometry" 20 "IgnoreProjector" = "True" 21 "RenderType" = "Geometry" 22 } 23 LOD 200 24 25 // 裙子的不透明区域 26 Pass 27 { 28 Tags 29 { 30 "LightMode" = "ForwardBase" 31 } 32 33 Cull Off 34 35 CGPROGRAM 36 #pragma vertex vert 37 #pragma fragment frag 38 #pragma multi_compile_fwdbase 39 40 #include "UnityCG.cginc" 41 #include "AutoLight.cginc" 42 #include "Lighting.cginc" 43 44 sampler2D _MainTex; 45 sampler2D _NormalMap; 46 sampler2D _AlphaTex; 47 fixed4 _SpecularColor; 48 samplerCUBE _Cubemap; 49 sampler2D _HighLightMask; 50 51 struct appdata 52 { 53 float4 vertex : POSITION; 54 float2 uv : TEXCOORD0; 55 float3 normal : NORMAL; 56 float4 tangent : TANGENT; 57 }; 58 59 struct v2f 60 { 61 float4 pos : SV_POSITION; 62 float2 uv : TEXCOORD0; 63 float4 T2W1 : TEXCOORD1; 64 float4 T2W2 : TEXCOORD2; 65 float4 T2W3 : TEXCOORD3; 66 }; 67 68 v2f vert(appdata v) 69 { 70 v2f o; 71 o.pos = UnityObjectToClipPos(v.vertex); 72 o.uv = v.uv; 73 74 float3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz); 75 float3 worldNormal = UnityObjectToWorldNormal(v.normal); 76 float3 binormal = cross(normalize(worldNormal), normalize(worldTangent)) * v.tangent.w; 77 float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz; 78 o.T2W1 = float4(worldTangent.x, binormal.x, worldNormal.x, worldPos.x); 79 o.T2W2 = float4(worldTangent.y, binormal.y, worldNormal.y, worldPos.y); 80 o.T2W3 = float4(worldTangent.z, binormal.z, worldNormal.z, worldPos.z); 81 return o; 82 } 83 84 fixed4 frag(v2f i) : SV_TARGET 85 { 86 fixed4 albedo = tex2D(_MainTex, i.uv); 87 fixed3 alphaCol = tex2D(_AlphaTex, i.uv); 88 fixed alpha = alphaCol.g; 89 90 float3 worldPos = float3(i.T2W1.w, i.T2W2.w, i.T2W3.w); 91 fixed3 worldView = normalize(UnityWorldSpaceViewDir(worldPos)); 92 93 float3 tangentNormal = UnpackNormal(tex2D(_NormalMap, i.uv)); 94 float3x3 tanToWorld = float3x3(i.T2W1.xyz, i.T2W2.xyz, i.T2W3.xyz); 95 float3 worldNormal = normalize(mul(tanToWorld, tangentNormal)); 96 97 fixed3 ambient = albedo.xyz * UNITY_LIGHTMODEL_AMBIENT.xyz; 98 99 // 漫反射 半兰伯特光照模型 100 fixed3 worldLight = worldView; 101 //float dotLN = dot(worldLight, worldNormal) * 0.5 + 0.5; 102 float dotLN = dot(worldLight, worldNormal) * 0.25 + 0.75; // [-1, 1] -> [0.5, 1] 103 fixed3 diffuse = albedo.xyz * _LightColor0.xyz * dotLN; 104 105 // 金边 106 float3 refDir = reflect(-worldView, worldNormal); 107 fixed3 refCol = texCUBE(_Cubemap, refDir); 108 fixed3 maskCol = tex2D(_HighLightMask, i.uv); 109 diffuse = diffuse * (1 + refCol.r * maskCol.r * 8 * (1 - alphaCol.r)); 110 111 // 高光 112 fixed3 realWorldLight = normalize(UnityWorldSpaceLightDir(worldPos)); 113 fixed3 halfDir = normalize(worldView + realWorldLight); 114 float specD = abs(dot(halfDir, worldNormal)); 115 fixed3 specular = albedo.xyz * _SpecularColor * pow(specD, 8); 116 117 clip(alpha - 0.95); 118 fixed4 col = fixed4(ambient + diffuse + specular, alpha); 119 120 return col; 121 } 122 123 ENDCG 124 } 125 126 127 // 裙子的半透明区域 128 Pass 129 { 130 Tags 131 { 132 "LightMode" = "ForwardBase" 133 } 134 Blend SrcAlpha OneMinusSrcAlpha 135 ZWrite Off 136 Cull Off 137 138 CGPROGRAM 139 #pragma vertex vert 140 #pragma fragment frag 141 #pragma multi_compile_fwdbase 142 143 #include "UnityCG.cginc" 144 #include "AutoLight.cginc" 145 #include "Lighting.cginc" 146 147 sampler2D _MainTex; 148 sampler2D _AlphaTex; 149 150 struct appdata 151 { 152 float4 vertex : POSITION; 153 float2 uv : TEXCOORD0; 154 }; 155 156 struct v2f 157 { 158 float4 pos : SV_POSITION; 159 float2 uv : TEXCOORD0; 160 }; 161 162 v2f vert(appdata v) 163 { 164 v2f o; 165 o.pos = UnityObjectToClipPos(v.vertex); 166 o.uv = v.uv; 167 return o; 168 } 169 170 fixed4 frag(v2f i) : SV_TARGET 171 { 172 fixed4 albedo = tex2D(_MainTex, i.uv); 173 fixed3 alphaCol = tex2D(_AlphaTex, i.uv); 174 fixed alpha = alphaCol.g; 175 clip(0.95 - alpha); 176 fixed4 col = fixed4(albedo.rgb, alpha); 177 return col; 178 } 179 180 ENDCG 181 } 182 183 } 184 185 Fallback "Diffuse" 186 }
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