在CG顶点着色器中对其进行变形后,我需要帮助在3D模型中应用镜面阴影。我不知道如何在Unity着色器中执行此操作。我已经在谷歌搜索过,并没有找到我要找的东西。
以下是我目前的解决方案。 3D对象渲染两次。
Shader "myShader/DeformSpecular" {
Properties {
_Color ("Main Color", Color) = (1,1,1,0.5)
_Shininess ("Shininess", Range (0.01, 1)) = 0.7
_MainTex ("Base (RGB)", 2D) = "white" { }
_BumpMap ("Normalmap", 2D) = "bump" {}
_cubeSize("Cube Size", Range (1, 10)) = 1
}
SubShader {
Tags { "RenderType"="Opaque" }
LOD 250
Pass{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "myShaderFuncs.cginc"
sampler2D _MainTex;
sampler2D _BumpMap;
half _Shininess;
float4 _Color;
float4x4 _localOrient; //local orientation
float4x4 _parentWOrient; //world orientation of parent node
float _deformParam;
struct v2f {
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
};
float4 _MainTex_ST;
v2f vert (appdata_base v)
{
v2f o;
o.pos = mul(_localOrient, v.vertex); //apply local transformation
o.pos = deformShape(_deformParam); //apply deform
o.pos = mul(_parentWOrient, o.pos); //apply parents world orientation
o.pos = mul (UNITY_MATRIX_VP, o.pos);
o.uv = TRANSFORM_TEX (v.texcoord, _MainTex);
return o;
}
half4 frag (v2f i) : COLOR
{
half4 texcol = tex2D (_MainTex, i.uv);
return texcol * _Color;
}
ENDCG
}//Pass
CGPROGRAM
#pragma surface surf MobileBlinnPhong exclude_path:prepass nolightmap noforwardadd halfasview
inline fixed4 LightingMobileBlinnPhong (SurfaceOutput s, fixed3 lightDir, fixed3 halfDir, fixed atten)
{
fixed diff = max (0, dot (s.Normal, lightDir));
fixed nh = max (0, dot (s.Normal, halfDir));
fixed spec = pow (nh, s.Specular*128) * s.Gloss;
fixed4 c;
c.rgb = (s.Albedo * _LightColor0.rgb * diff + _LightColor0.rgb * spec) * (atten*2);
c.a = 0.0;
return c;
}
sampler2D _MainTex;
sampler2D _BumpMap;
half _Shininess;
struct Input {
float2 uv_MainTex;
};
void surf (Input IN, inout SurfaceOutput o) {
fixed4 tex = tex2D(_MainTex, IN.uv_MainTex);
o.Albedo = tex.rgb;
o.Gloss = tex.a;
o.Alpha = tex.a;
o.Specular = _Shininess;
o.Normal = UnpackNormal (tex2D(_BumpMap, IN.uv_MainTex));
}
ENDCG
}//SubShader
FallBack "Mobile/VertexLit"
}
答案 0 :(得分:1)
如果我理解正确,您想在CG着色器中进行高光照明计算吗?
Unity为您提供照明信息,您可以根据自己的意愿进行自己的计算:
http://docs.unity3d.com/Documentation/Components/SL-BuiltinValues.html
然而,Doc似乎已经过时,而且有些变量是错误的,因为它在这里指出:
http://answers.unity3d.com/questions/411114/shaderlab-builtin-lighting-properties-are-not-corr.html
使用这些变量后,您可以根据需要计算光照