Normal texture practice

Posted by shelluk on Sun, 10 Nov 2019 19:46:03 +0100

The following is from the introduction to unity shader

Calculate light in tangent space:

The light direction and the viewing angle direction are all converted to tangent space for calculation.

To calculate light in world space:

The normal direction obtained from the normal texture is converted to the world space, and then calculated with the light direction and perspective direction in the world space.

 

Method 1:

Tangent space rotation is a macro, refer to: https://blog.csdn.net/ronintao/article/details/52136673

// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'

// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'

// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'

Shader "Unity Sader Book/Chapter7/Chapter7-NormalMapTangentSpace"
{
	Properties
	{
		_Color( "Color Tint", Color ) = ( 1,1,1,1 )//Overall tone
		_MainTex ("Texture", 2D) = "white" {}
		_BumpMap( "Normal Map", 2D ) = "bump" { }//normal map
		_BumpScale( "Bump Scale", Float ) = 1.0
		_Specular( "Specular", Color ) = (1,1,1,1)//Mirror light
		_Gloss( "Gloss", Range( 8.0, 256 ) ) = 20//bright
	}
	SubShader
	{
		Pass
		{
			Tags { "LightMode"="ForwardBase" }

			CGPROGRAM
			#pragma vertex vert
			#pragma fragment frag
			// make fog work
			#pragma multi_compile_fog
			
			#include "UnityCG.cginc"
			#include "Lighting.cginc"

			float4 _Color;
			sampler2D _MainTex;
			float4 _MainTex_ST;
			sampler2D _BumpMap;
			
			float4 _BumpMap_ST;
			float _BumpScale;
			float4 _Specular;
			float _Gloss;

			struct a2v
			{
				float4 vertex : POSITION;
				float3 normal : Normal;
				float4 tangent : 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 = UnityObjectToClipPos( v.vertex );
				o.uv.xy = v.texcoord.xy * _MainTex_ST.xy + _MainTex_ST.zw;
				o.uv.zw = v.texcoord.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;

				//float3 binormal = cross( normalize(v.normal), normalize(v.tangent.xyz) )*v.tangent.w;
				//float3x3 rotation = float3x3( v.tangent.xyz, binormal, v.normal );

				TANGENT_SPACE_ROTATION;

				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 );

				//Get the texture in the normal map
				fixed4 packedNormal = tex2D( _BumpMap, i.uv.zw );
				fixed3 tangentNormal;

				//If the texture type is not set to Normal Map, you need to manually reflect packedNormal as the normal direction
				//tangentNormal.xy = (packedNormal.xy*2 - 1)*_BumpScale, _BumpScale
				//tangentNormal.z = sqrt( 1.0 - saturate( dot( tangentNormal.xy, tangentNormal.xy ) ) )

				//If the texture type has been set to Normal Map, use the built-in function to get the correct normal direction
				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.xyz * albedo;
				fixed3 diffuse = _LightColor0.rgb * albedo * max( 0, dot( tangentNormal, tangentLightDir ) );

				fixed3 halfDir = normalize( tangentLightDir + tangentViewDir );
				fixed3 specular = _LightColor0.rgb * _Specular.rgb * pow( max(0, dot(tangentNormal, halfDir )), _Gloss );

				return fixed4( ambient + diffuse + specular, 1.0 );

			}
			ENDCG
		}
	}
	Fallback "Specular"
}

 

Topics: Unity Fragment