// Author:Blastom // Meta Pass和Shadow Caster使用 Fallback // 这个Shader只用于Non-Directional烘培的物体,动态物体使用光照会不正常; // 支持GLES 2.0,包括Shader Level 2.0的机器; // 升级Unity版本如果有算法改变,需要特殊处理。 Shader "Zhanyou/Mobile/DiffuseBumpedEmit" { Properties { _MainTex ("Base (RGB)", 2D) = "white" {} [NoScaleOffset]_BumpMap ("Normal Map", 2D) = "bump" {} _BumpLerp ("Normal Strength", Range(0, 5)) = 1 _Emission ("Emission", Range(0, 1)) = 0 } SubShader { Tags { "RenderType"="Opaque" } // Forward Base Pass { Name "FORWARD" Tags { "LightMode" = "ForwardBase" } CGPROGRAM #define UNITY_PASS_FORWARDBASE #include "UnityGiBase.cginc" #pragma multi_compile_fwdbase #pragma multi_compile_fog #pragma multi_compile __ PLAYER_HALO_ON #pragma vertex vert_Base #pragma fragment frag uniform sampler2D _MainTex; uniform float4 _MainTex_ST; uniform half _Emission; #if !T4M_NORMAL_OFF uniform sampler2D _BumpMap; uniform half _BumpLerp; #endif fixed4 frag(v2f_Base i) : SV_TARGET { float2 uv = TRANSFORM_TEX(i.uv, _MainTex); fixed4 c = tex2D(_MainTex, uv); #if T4M_NORMAL_OFF fixed3 worldNormal = fixed3(i.tSpace0.z, i.tSpace1.z, i.tSpace2.z); #else half3 normal = UnpackNormal(tex2D(_BumpMap, uv)); // 世界法线 fixed3 worldNormal; worldNormal.x = dot(i.tSpace0.xyz, normal); worldNormal.y = dot(i.tSpace1.xyz, normal); worldNormal.z = dot(i.tSpace2.xyz, normal); worldNormal = normalize(worldNormal); #endif // 标准UnityGi流程 GET_UNITY_GI_COLOR; #if !T4M_NORMAL_OFF // 法线强度调整功能 fixed ndotlVert = LambertTerm(fixed3(i.tSpace0.z, i.tSpace1.z, i.tSpace2.z), lightDir); giColor += (ndotl - ndotlVert) * _BumpLerp * SIM_LIGHT_COLOR; #endif // 自发光功能 c.rgb = giColor + c.rgb * _Emission; #if PLAYER_HALO_ON c.rgb += _DirectionalLightColor * LightColorFromWorld(worldPos); #endif UNITY_APPLY_FOG(i.fogCoord, c); UNITY_OPAQUE_ALPHA(c.a); return c; } ENDCG } // Forward Add // 注:实际光照贴图只通过meta通道实现,Forward Add仅用于编辑器无光照贴图时预览 // 简单处理,Forward Add也使用顶点计算光照和视野方向,真实光照参数 // 该通道可以省去镜面高光等所需参数,因此按常规算法做 Pass { Name "FORWARD_ADD" Tags { "LightMode" = "ForwardAdd" } ZWrite Off Blend One One CGPROGRAM #define UNITY_PASS_FORWARDADD #include "UnityGiBase.cginc" #pragma multi_compile_fwdadd #pragma multi_compile_fog #pragma skip_variants INSTANCING_ON #pragma vertex vert_Add #pragma fragment frag uniform sampler2D _MainTex; uniform float4 _MainTex_ST; uniform sampler2D _BumpMap; fixed4 frag(v2f_Add i) : SV_TARGET { #ifdef LIGHTMAP_ON fixed4 c = fixed4(0.0, 0.0, 0.0, 0.0); #else float2 uv = TRANSFORM_TEX(i.uv, _MainTex); fixed4 c = tex2D(_MainTex, uv); half3 normal = UnpackNormal(tex2D(_BumpMap, uv)); half NtoL = max(0.0, dot(normal, i.lightDir)); UNITY_LIGHT_ATTENUATION(atten, i, i.worldPos); c.rgb = c.rgb * atten * _LightColor0.rgb * NtoL; #endif UNITY_APPLY_FOG(i.fogCoord, c); UNITY_OPAQUE_ALPHA(c.a); return c; } ENDCG } } FallBack "Zhanyou/Mobile/DiffuseEmit" }