Unity标准着色器如何同时具有“特殊高光”和“金属”?
我正在尝试做完全相同的事情,但我无法弄清楚。到目前为止,我有:
// Upgrade NOTE: replaced '_World2Object' with 'unity_WorldToObject'
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Custom/MetallicHighlights" {
Properties {
_Color ("Color", Color) = (1, 1, 1, 1)
_MainTex ("Albedo", 2D) = "white" {}
_GlossMapScale ("Smoothness", Range(0.0, 1.0)) = 0.0
_MetallicFactor("Metallic Factor", Range(0.0, 1.0)) = 0
_MetallicGlossMap ("Metallic", 2D) = "gloss" {}
}
SubShader {
Tags { "RenderType"="Opaque" }
LOD 200
CGPROGRAM
// Physically based Standard lighting model, and enable shadows on all light types
// And generate the shadow pass with instancing support
#pragma surface surf Standard fullforwardshadows addshadow
// Use shader model 3.0 target, to get nicer looking lighting
#pragma target 3.0
struct Input {
float4 color: Color;
float2 uv_MainTex;
float3 viewDir;
};
sampler2D _MainTex;
sampler2D _MetallicGlossMap;
fixed4 _Color;
half _GlossMapScale;
half _MetallicFactor;
void surf (Input IN, inout SurfaceOutputStandard o) {
// Albedo comes from a texture tinted by color
fixed4 albedo = tex2D (_MainTex, IN.uv_MainTex) * _Color;
o.Albedo = albedo.rgb;
o.Alpha = albedo.a;
half rim = _RimCap - saturate(dot(normalize(IN.viewDir), o.Normal));
o.Emission = _RimColor.rgb * pow(rim, _RimIntensity);
// Metallic and smoothness come from slider variables
// o.Metallic = _MetallicFactor;
// o.Smoothness = _GlossMapScale;
fixed4 metal_colour = tex2D(_MetallicGlossMap, IN.uv_MainTex);
o.Metallic = metal_colour.r * _MetallicFactor;
o.Smoothness = metal_colour.a * _GlossMapScale;
}
ENDCG
}
FallBack "Diffuse"
}
但是当我检查Unity Standard着色器时,我注意到它的“前向渲染选项”具有“金属”(滑块+纹理)以及“镜面高光”(复选框)和“反射”(复选框)。 >
他们到底是怎么做到的?如果我使用SurfaceOutputStandardSpecular
,则会丢失结构中的Metallic
选项。
有什么想法吗?
答案 0 :(得分:1)
它应该起作用:
// Upgrade NOTE: replaced '_World2Object' with 'unity_WorldToObject'
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Custom/MetallicHighlights" {
Properties {
_Color ("Color", Color) = (1, 1, 1, 1)
_MainTex ("Albedo", 2D) = "white" {}
_GlossMapScale ("Smoothness", Range(0.0, 1.0)) = 0.0
_MetallicFactor("Metallic Factor", Range(0.0, 1.0)) = 0
_MetallicGlossMap ("Metallic", 2D) = "gloss" {}
[ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 1.0
}
SubShader {
Tags { "RenderType"="Opaque" }
LOD 200
CGPROGRAM
// Physically based Standard lighting model, and enable shadows on all light types
// And generate the shadow pass with instancing support
#pragma surface surf Standard fullforwardshadows addshadow
#pragma shader_feature _SPECULARHIGHLIGHTS_OFF
// Use shader model 3.0 target, to get nicer looking lighting
#pragma target 3.0
struct Input {
float4 color: Color;
float2 uv_MainTex;
float3 viewDir;
};
sampler2D _MainTex;
sampler2D _MetallicGlossMap;
fixed4 _Color;
half _GlossMapScale;
half _MetallicFactor;
void surf (Input IN, inout SurfaceOutputStandard o) {
// Albedo comes from a texture tinted by color
fixed4 albedo = tex2D (_MainTex, IN.uv_MainTex) * _Color;
o.Albedo = albedo.rgb;
o.Alpha = albedo.a;
half rim = _RimCap - saturate(dot(normalize(IN.viewDir), o.Normal));
o.Emission = _RimColor.rgb * pow(rim, _RimIntensity);
// Metallic and smoothness come from slider variables
// o.Metallic = _MetallicFactor;
// o.Smoothness = _GlossMapScale;
fixed4 metal_colour = tex2D(_MetallicGlossMap, IN.uv_MainTex);
o.Metallic = metal_colour.r * _MetallicFactor;
o.Smoothness = metal_colour.a * _GlossMapScale;
}
ENDCG
}
FallBack "Diffuse"
}