优化实现Mobile/Bumped Diffuse

时间:2023-03-08 18:50:45

在上一篇帖子的基础上增加一张法线贴图即可:

Shader "James/Scene/Bumped_Diffuse"
{
Properties
{
_MainTex ("Base (RGB)", 2D) = "white" {}
_BumpTex("Normal Map", 2D) = "bump" {}
_MainLightColor("主光颜色", Color) = (,,,)
_MainLightDir("主光方向", Vector) = (,,,)
_MainLightBrightness ("主光强度", Range(, )) =
} SubShader
{
Tags { "RenderType"="Opaque" "Queue"="Geometry" }
LOD Pass
{
Tags { "LightMode"="ForwardBase" }
Lighting Off CGPROGRAM
#pragma fragmentoption ARB_precision_hint_fastest #pragma vertex vert
#pragma fragment frag
#pragma multi_compile_fog #include "UnityCG.cginc" float4 _MainLightColor;
float4 _MainLightDir;
float _MainLightBrightness; uniform sampler2D _MainTex, _BumpTex;
uniform half4 _MainTex_ST, _BumpTex_ST; struct vertexIN_base
{
float4 vertex : POSITION;
float3 normal : NORMAL;
float4 tangent : TANGENT;
float2 texcoord : TEXCOORD0;
}; struct v2f_base
{
float4 pos : SV_POSITION;
half2 uv : TEXCOORD0;
half4 tangentWorld : TEXCOORD1;
half4 normalWorld : TEXCOORD2;
half4 binormalWorld : TEXCOORD3;
UNITY_FOG_COORDS()
}; v2f_base vert(vertexIN_base v)
{
v2f_base o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.texcoord, _MainTex); o.tangentWorld.xyz = normalize(mul(unity_ObjectToWorld, half4(v.tangent.xyz, 0.0)).xyz);
o.normalWorld.xyz = normalize(mul(unity_ObjectToWorld, half4(v.normal, 0.0)).xyz);
o.binormalWorld.xyz = cross(o.normalWorld.xyz, o.tangentWorld.xyz) * v.tangent.w; UNITY_TRANSFER_FOG(o,o.pos);
return o;
} fixed4 frag(v2f_base i) : COLOR
{
float3 bump = UnpackNormal(tex2D(_BumpTex,TRANSFORM_TEX(i.uv, _BumpTex)));
half3x3 local2WorldTranspose = half3x3(i.tangentWorld.xyz, i.binormalWorld.xyz, i.normalWorld.xyz);
half3 worldNormal = normalize(mul(bump, local2WorldTranspose)); float diffuse = max(, dot(normalize(worldNormal), normalize(_MainLightDir))); fixed4 mainColor = tex2D(_MainTex, i.uv);
fixed4 clr = mainColor * _MainLightColor * diffuse * _MainLightBrightness; UNITY_APPLY_FOG(i.fogCoord,clr); return clr;
}
ENDCG
}
}
FallBack Off
}