使用lightProbe来模拟动态物体的照明shader

VertexLit path中读取lightProbe烘焙信息:

Shader "VertexLitProbe" {
Properties {
    _MainTex ("Base (RGB) Trans (A)", 2D) = "white" {}//主贴图
}

SubShader {
    LOD 100

    
    Pass {  
        Tags { "LightMode" = "VertexLit" }
    
        CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            //#pragma target 3.0
            
            #include "UnityCG.cginc"
            #include "Lighting.cginc"

            struct appdata_t {
                float4 vertex : POSITION;
                float3 normal : NORMAL;
                float2 texcoord : TEXCOORD0;
            };
            struct v2f {
                float4 vertex : SV_POSITION;
                float3 wroldN : TEXCOORD01;
                half2 texcoord : TEXCOORD0;
            };

            float4 _MainTex_ST;
            sampler2D _MainTex;
            

                
            v2f vert (appdata_t v)
            {
                v2f o;
                o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
                o.wroldN = mul((float3x3)_Object2World, v.normal);
                o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
                return o;
            }
            
            fixed4 frag (v2f i) : SV_Target
            {
                fixed4 mainCol = tex2D(_MainTex, i.texcoord);
                mainCol.rgb = mainCol.rgb * ShadeSH9(half4(i.wroldN,1.0));
                return mainCol;
            }
        ENDCG
    }
}

}

 效果如下图:

 

Ps:unity 自带的diffuse(surface shader)中有在forwardBass pass中处理SH9,但是自带的VertexLit(cg)中没有,所以使用自带shader时,只有在forward pass中在能使用LightProbe,但是可以自己写

ps2:别忘了勾选cube的MeshRenderer组件的 Use Light Probes选项

 

 

可以在surface shader中关闭:

posted @ 2015-12-16 18:03  ☆A希亿  阅读(896)  评论(0编辑  收藏  举报