表面着色器和之前无光照着色器不同,其中没有顶点着色器和片元着色器,而增加了光照函数;
接下写了一个求两个贴图的光照效果
两个贴图做插值运算:
Shader "Custom/SurfaceShader"
{
Properties
{
_Color ("Color", Color) = (,,,)
_MainTex ("Albedo (RGB)", 2D) = "white" {}
_SecondAlbedo("Second Albedo(RGB)",2D) = "white"{}
_AlbedoLerp("Albedo lerp",Range(,))=0.5
_Glossiness ("Smoothness", Range(,)) = 0.5
_Metallic ("Metallic", Range(,)) = 0.0
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD CGPROGRAM
// Physically based Standard lighting model, and enable shadows on all light types
#pragma surface surf Standard fullforwardshadows // Use shader model 3.0 target, to get nicer looking lighting
#pragma target 3.0 sampler2D _MainTex;
sampler2D _SecondAlbedo;
half _AlbedoLerp; struct Input
{
float2 uv_MainTex;
}; half _Glossiness;
half _Metallic;
fixed4 _Color; // Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader.
// See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing.
// #pragma instancing_options assumeuniformscaling
UNITY_INSTANCING_BUFFER_START(Props)
// put more per-instance properties here
UNITY_INSTANCING_BUFFER_END(Props) void surf (Input IN, inout SurfaceOutputStandard o)
{
// Albedo comes from a texture tinted by color
fixed4 c = tex2D (_MainTex, IN.uv_MainTex);
fixed4 secondAebed = tex2D(_SecondAlbedo, IN.uv_MainTex); o.Albedo = lerp(c,secondAebed, _AlbedoLerp)*_Color;
// Metallic and smoothness come from slider variables
o.Metallic = _Metallic;
o.Smoothness = _Glossiness;
o.Alpha = c.a;
}
ENDCG
}
FallBack "Diffuse"
}
添加漫反射贴图
Shader "Custom/SufaceShaderNormalMap"
{
Properties
{
_Color ("Color", Color) = (,,,)
_MainTex ("Albedo (RGB)", 2D) = "white" {}
_NormalMap("Normal Map",2D) = "bump"{}
_Glossiness ("Smoothness", Range(,)) = 0.5
_Metallic ("Metallic", Range(,)) = 0.0
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD CGPROGRAM
// Physically based Standard lighting model, and enable shadows on all light types
#pragma surface surf Standard fullforwardshadows // Use shader model 3.0 target, to get nicer looking lighting
#pragma target 3.0 sampler2D _MainTex;
sampler2D _NormalMap; struct Input
{
float2 uv_MainTex;
}; half _Glossiness;
half _Metallic;
fixed4 _Color; // Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader.
// See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing.
// #pragma instancing_options assumeuniformscaling
UNITY_INSTANCING_BUFFER_START(Props)
// put more per-instance properties here
UNITY_INSTANCING_BUFFER_END(Props) void surf (Input IN, inout SurfaceOutputStandard o)
{
// Albedo comes from a texture tinted by color
fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
o.Normal = UnpackNormal(tex2D(_NormalMap, IN.uv_MainTex));
o.Albedo = c.rgb;
// Metallic and smoothness come from slider variables
o.Metallic = _Metallic;
o.Smoothness = _Glossiness;
o.Alpha = c.a;
}
ENDCG
}
FallBack "Diffuse"
}