• 左侧BumpScale为-1
  • 右侧BumpScale为1

    Shader "UnityShaderLearning/NormalMapTangentSpace"
    {
      Properties
      {
          _Color("Color Tint", Color) = (1, 1, 1, 1)
          _MainTex("Main Tex", 2D) = "white"{}
          _BumpMap("Normal Map", 2D) = "bump"{}
          _BumpScale("Bump Scale", Float) = 1.0
          _Specular("Specular", Color) = (1, 1, 1, 1)
          _Gloss("Gloss", Range(8.0, 256)) = 20
      }
      SubShader
      {
          Pass
          {
              Tags { "LightMode"="ForwardBase" }
    
              CGPROGRAM
              #pragma vertex vert
              #pragma fragment frag
              #include "Lighting.cginc"
    
              fixed4 _Color;
              sampler2D _MainTex;
              float4 _MainTex_ST;
              sampler2D _BumpMap;
              float4 _BumpMap_ST;
              float _BumpScale;
              fixed4 _Specular;
              float _Gloss;
    
              struct a2v
              {
                  float4 vertex : POSITION;
                  float3 normal : NORMAL;
                  float4 tangent : TANGENT;
                  float4 texcoord : TEXCOORD0;
              };
    
              struct v2f
              {
                  float4 pos : SV_POSITION;
                  float4 uv : TEXCOORD0;
                  float3 LightDir : TEXCOORD1;
                  float3 ViewDir : TEXCOORD2;
              };
    
              v2f vert(a2v v)
              {
                  v2f o;
                  o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
                  o.uv.xy = v.vertex.xy * _MainTex_ST.xy + _MainTex_ST.zw;
                  o.uv.zw = v.vertex.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
                  float3 binormal = cross(normalize(v.normal), normalize(v.tangent.xyz));
                  float3x3 rotation = float3x3(v.tangent.xyz, binormal, v.normal);
                  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);
                  fixed4 packedNormal = tex2D(_BumpMap, i.uv.zw);
                  fixed3 tangentNormal;
                  // tangentNormal.xy = (packedNormal.xy * 2 - 1) * _BumpScale;
                  // tangentNormal.z = sqrt(1.0 - saturate(dot(tangentNormal.xy, tangentNormal.xy)));
    
                  tangentNormal = UnpackNormal(packedNormal);
                  tangentNormal.xy *= _BumpScale;
                  tangentNormal.z = sqrt(1.0 - saturate(dot(tangentNormal.xy, tangentNormal.xy)));
    
                  fixed3 albedo = tex2D(_MainTex, i.uv).rgb * _Color.rgb;
                  fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT * albedo;
    
                  fixed3 diffuse = _LightColor0.rgb * albedo * max(0, dot(tangentNormal, tangentLightDir));
                  fixed3 halfDir = normalize(tangentViewDir + tangentLightDir);
                  fixed3 specular = _LightColor0 * _Specular.rgb * pow(max(0, dot(tangentNormal, halfDir)), _Gloss);
    
                  return fixed4(ambient + diffuse + specular, 1.0);
              }
    
              ENDCG
          }
      }
      FallBack "specular"
    }
    

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