我对Shaders编程很新,我试图创建一个着色器:
以下是我的最终结果:
Shader "Custom/TextureBlend" {
Properties {
_Color ("Color", Color) = (1,1,1,1)
_Blend ("Texture Blend", Range(0,1)) = 0.0
_MainTex ("Albedo (RGB)", 2D) = "white" {}
_MainTex2 ("Albedo 2 (RGB)", 2D) = "white" {}
_Glossiness ("Smoothness", Range(0,1)) = 0.5
_Metallic ("Metallic", Range(0,1)) = 0.0
_BumpMap ("Bumpmap", 2D) = "bump" {}
_BumpMap2 ("Bumpmap", 2D) = "bump" {}
}
SubShader {
Tags { "RenderType"="Opaque" }
LOD 200
Cull Off
ZTest LEqual
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 _MainTex2;
sampler2D _BumpMap;
sampler2D _BumpMap2;
struct Input {
float2 uv_MainTex;
float2 uv_MainTex2;
float2 uv_BumpMap;
float2 uv_BumpMap2;
};
half _Blend;
half _Glossiness;
half _Metallic;
fixed4 _Color;
void surf (Input IN, inout SurfaceOutputStandard o) {
// Albedo comes from a texture tinted by color
fixed4 c = lerp (tex2D (_MainTex, IN.uv_MainTex), tex2D (_MainTex2, IN.uv_MainTex2), _Blend) * _Color;
o.Albedo = c.rgb;
// Metallic and smoothness come from slider variables
o.Metallic = _Metallic;
o.Smoothness = _Glossiness;
o.Alpha = c.a;
fixed4 n = lerp (tex2D (_BumpMap, IN.uv_BumpMap), tex2D (_BumpMap2, IN.uv_BumpMap2), _Blend) * _Color;
o.Normal = n.rgb;
}
ENDCG
}
FallBack "Diffuse"
}
它起作用,但由于某种原因,表面上的纹理看起来暗淡(在网格的另一侧通常看不到它甚至更暗),并且法线贴图几乎看不见。
在左边,您可以在右侧看到带有着色器的平面 - 标准着色器:
此外反射看起来很奇怪,如果我将金属滑块向右移动你会看到它:
我会非常感激任何帮助,因为我对着色器编程很陌生 非常感谢你提前!
答案 0 :(得分:1)
法线贴图存储矢量信息,而常规纹理是无符号的,因此您需要使用UnpackNormal()
辅助方法as shown in the samples。您也不需要乘以Color。
最后的代码将是:
fixed4 n0 = tex2D(_BumpMap, IN.uv_BumpMap);
fixed4 n1 = tex2D(_BumpMap2, IN.uv_BumpMap2);
o.Normal = UnpackNormal(lerp(n0, n1, _Blend)).xyz;