法线纹理映射

(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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