
- 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" }