(模型空间法线纹理)模型空间存储法线的优点:
1.实现简单,更加直观。计算量少。(绝对的法线信息)
2.在纹理的边角部分,缝隙较少,可提供平滑的边界。是因为所有法线都是在同一坐标空间中,可以在边角处通过插值进行平滑变换。
(切线空间法线纹理)切线空间下存储法线的优点:
1.自由度高。切线空间下的法线纹理是相对法线纹理,即便在一个不同的网格上也可以得到一个合理的结果。
2.可进行UV动画。可以通过移动一个纹理的UV坐标来实现一个凹凸移动的效果。
3.可重用法线纹理。
4.可压缩。切线空间下,Z轴方向总是正方向,可以只存储XY轴,推导得到Z轴。
//切线空间法线纹理映射
Shader "Unlit/01"
{
Properties
{
_MainTex("MainTex", 2D) = "white" {}
_BumpMap("Normal Map", 2D) = "bump" {}
_BumpScale("Bump Scale", float) = 1
_Diffuse("Diffuse", Color) = (1,1,1,1)
_Specular("Specular", Color) = (1,1,1,1)
_Gloss("Gloss", Range(1,256)) = 5
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "Lighting.cginc"
sampler2D _MainTex;
float4 _MainTex_ST;
sampler2D _BumpMap;
float4 _BumpMap_ST;
float _BumpScale;
fixed4 _Diffuse;
fixed4 _Specular;
float _Gloss;
struct v2f
{
float4 vertex : SV_POSITION;
fixed3 lightDir: TEXCOORD0;
float3 viewDir: TEXCOORD1;
float2 uv : TEXCOORD2;
float2 normalUv : TEXCOORD3;
};
v2f vert (appdata_tan v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
o.normalUv = TRANSFORM_TEX(v.texcoord, _BumpMap);
//求副切线向量
//float3 binormal = cross(v.normal,v.tangent.xyz) * v.tangent.w;
//float3x3 rotation = float3x3(v.tangent.xyz, binormal, v.normal);
//#define TANGENT_SPACE_ROTATION \
//float3 binormal = cross( normalize(v.normal), normalize(v.tangent.xyz) ) * v.tangent.w; \
//float3x3 rotation = float3x3( v.tangent.xyz, binormal, v.normal )
TANGENT_SPACE_ROTATION;
//求切线空间光源方向及视角方向
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);
//采样
fixed4 packedNormal = tex2D(_BumpMap,i.normalUv);
//没有设置成normal map
//fixed3 tangentNormal;
//tangentNormal.xy = (packedNormal.xy * 2 - 1) * _BumpScale;
//tangentNormal.z = sqrt(1 - saturate(dot(tangentNormal.xy, tangentNormal.xy)));
//设置成normal map
fixed3 tangentNormal = UnpackNormal(packedNormal);
tangentNormal.xy *= _BumpScale;
//tangentNormal.z = sqrt(1 - saturate(dot(tangentNormal.xy, tangentNormal.xy)));
//环境光
fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz;
fixed3 albedo = tex2D(_MainTex, i.uv).rgb;
//漫反射
fixed3 diffuse = _LightColor0.rgb * albedo * _Diffuse.rgb * (dot(tangentLightDir,tangentNormal)*0.5+0.5);
//高光反射
fixed3 halfDir = normalize(tangentLightDir + tangentviewDir);
fixed3 specular = _LightColor0.rgb * _Specular.rgb * pow(saturate(dot(tangentNormal,halfDir)),_Gloss);
fixed3 color = ambient + diffuse + specular;
return fixed4(color,1);
}
ENDCG
}
}
}
//世界空间法线纹理映射
Shader "Unlit/02"
{
Properties
{
_MainTex("MainTex", 2D) = "white" {}
_BumpMap("Normal Map", 2D) = "bump" {}
_BumpScale("Bump Scale", float) = 1
_Diffuse("Diffuse", Color) = (1,1,1,1)
_Specular("Specular", Color) = (1,1,1,1)
_Gloss("Gloss", Range(1,256)) = 5
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "Lighting.cginc"
sampler2D _MainTex;
float4 _MainTex_ST;
sampler2D _BumpMap;
float4 _BumpMap_ST;
float _BumpScale;
fixed4 _Diffuse;
fixed4 _Specular;
float _Gloss;
struct v2f
{
float4 vertex : SV_POSITION;
float4 uv : TEXCOORD0;
float4 TtiW0 : TEXCOORD1;
float4 TtiW1 : TEXCOORD2;
float4 TtiW2 : TEXCOORD3;
};
v2f vert (appdata_tan v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv.xy = TRANSFORM_TEX(v.texcoord, _MainTex);
o.uv.zw = TRANSFORM_TEX(v.texcoord, _BumpMap);
//计算世界坐标下的顶点位置,法线,切线,副法线
float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);
fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);
fixed3 worldBinormal = cross(worldNormal,worldTangent) * v.tangent.w;
//按列摆放得到从切线空间到世界空间的变换矩阵
o.TtiW0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);
o.TtiW1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);
o.TtiW2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
//求世界坐标
float3 worldPos = float3(i.TtiW0.w,i.TtiW1.w,i.TtiW2.w);
//计算时间空间下的光照和视角
fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));
fixed3 viewDir = normalize(UnityWorldSpaceViewDir(worldPos));
//获得法线纹理
fixed4 packedNormal = tex2D(_BumpMap,i.uv.zw);
fixed3 tangentNormal = UnpackNormal(packedNormal);
tangentNormal.xy *= _BumpScale;
//切线空间法线转换到世界坐标
fixed3 worldNormal = normalize(float3(dot(i.TtiW0.xyz, tangentNormal),dot(i.TtiW1.xyz, tangentNormal),dot(i.TtiW2.xyz, tangentNormal)));
//环境光
fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz;
fixed3 albedo = tex2D(_MainTex, i.uv.xy).rgb;
//漫反射
fixed3 diffuse = _LightColor0.rgb * albedo * _Diffuse.rgb * (dot(lightDir,worldNormal)*0.5+0.5);
//高光反射
fixed3 halfDir = normalize(lightDir + viewDir);
fixed3 specular = _LightColor0.rgb * _Specular.rgb * pow(saturate(dot(worldNormal,halfDir)),_Gloss);
fixed3 color = ambient + diffuse + specular;
return fixed4(color,1);
}
ENDCG
}
}
}
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