Вопрос по шейдерам, я в них честно - ни бум-бум.
Есть шейдер, при освещении директ лайтом работает на ура. При освещении пойнтом или прожектором - модель тупо бездонно-черная. Суть в том что в игре директ лайта просто не должно быть.
Что делать? Выкинуть шейдер или это лечится?
Код:
Синтаксис:
Используется csharp
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Easy Skin Shading/Skin" {
Properties {
_MainTex ("Base (RGB)", 2D) = "white" {}
_BumpMap ("Bump Map", 2D) = "bump" {}
_SpecTex ("Specular Tex", 2D) = "black" {}
_BeckmannTex ("Beckmann Tex", 2D) = "black" {}
_SubsurfaceColor ("Subsurface Color", Color) = (1, 0.2, 0.2, 1)
_RollOff ("Roll Off", Range(0.0, 2.99)) = 0.2
_BumpBias ("Bump Map Blurring", Range(0, 5)) = 2.0
_DiffuseWrap ("Diffuse Wrap", Vector) = (0.75, 0.375, 0.1875, 0)
_SpecRoughness ("Specular Roughness", Range(0.01, 2)) = 0.15
_SpecBrightness ("Specular Brightness", Range(0, 2)) = 0.75
}
SubShader {
Pass {
Tags { "RenderType" = "Opaque" "IgnoreProjector" = "True" "LightMode" = "ForwardBase" }
CGPROGRAM
#include "UnityCG.cginc"
#include "Lighting.cginc"
#include "AutoLight.cginc"
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_fwdbase
uniform sampler2D _MainTex;
uniform float4 _MainTex_ST;
uniform sampler2D _BumpMap;
uniform sampler2D _SpecTex;
uniform sampler2D _BeckmannTex;
uniform float4 _SubsurfaceColor;
uniform float _RollOff;
uniform float _BumpBias;
uniform float3 _DiffuseWrap;
uniform float _SpecRoughness;
uniform float _SpecBrightness;
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
struct v2f
{
float4 pos : SV_POSITION;
float2 tex : TEXCOORD0;
float3 lit : TEXCOORD1;
float3 view : TEXCOORD2;
LIGHTING_COORDS(3, 4)
};
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
v2f vert (appdata_tan v)
{
TANGENT_SPACE_ROTATION;
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.tex = TRANSFORM_TEX(v.texcoord, _MainTex);
o.lit = mul(rotation, ObjSpaceLightDir(v.vertex));
o.view = mul(rotation, ObjSpaceViewDir(v.vertex));
TRANSFER_VERTEX_TO_FRAGMENT(o);
return o;
}
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
float FresnelReflectance (float3 H, float3 V, float F0)
{
float base = 1.0 - dot(V, H);
float exponential = pow(base, 5.0);
return exponential + F0 * (1.0 - exponential);
}
float SkinSpecular(
float3 N, // Bumped surface normal
float3 L, // Points to light
float3 V, // Points to eye
float m, // Roughness
float rho_s // Specular brightness
)
{
float ndotl = max(dot(N, L), 0);
float3 h = L + V; // Unnormalized half-way vector
float3 H = normalize(h);
float ndoth = dot(N, H);
float PH = pow(2.0 * tex2D(_BeckmannTex, float2(ndoth, m)).x, 10.0);
float F = FresnelReflectance(H, V, 0.028);
float frSpec = max(PH * F / dot(h, h), 0.0);
return ndotl * rho_s * frSpec;
}
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
float4 frag (v2f i) : SV_TARGET
{
float3 N = UnpackNormal(tex2Dbias(_BumpMap, float4(i.tex, 0, _BumpBias)));
float specMask = tex2D(_SpecTex, i.tex).r;
float3 L = normalize(i.lit);
float3 V = normalize(i.view);
float ldn = dot(L, N);
// diffuse part
float diffuseWeightFull = max(ldn, 0.0);
float diffuseWeightHalf = max(0.5 * ldn + 0.5, 0.0);
float3 diffuseWeight = lerp(diffuseWeightFull.xxx, diffuseWeightHalf.xxx, _DiffuseWrap);
float3 diffColor = diffuseWeight * _LightColor0.rgb;
// specular part
float specularWeight = SkinSpecular(N, L, V, _SpecRoughness, _SpecBrightness);
float3 specColor = specularWeight * _LightColor0.rgb * specMask;
// subsurface part
float sl = smoothstep(-_RollOff, 1, ldn) - smoothstep(0, 1, ldn);
sl = max(0, sl);
float3 subsurfaceColor = sl * _SubsurfaceColor;
float3 litColor = (diffColor + subsurfaceColor) * LIGHT_ATTENUATION(i) + specColor;
float4 mainColor = tex2D(_MainTex, i.tex);
return mainColor * float4(litColor, 1);
}
ENDCG
}
}
FallBack "Diffuse"
}
Shader "Easy Skin Shading/Skin" {
Properties {
_MainTex ("Base (RGB)", 2D) = "white" {}
_BumpMap ("Bump Map", 2D) = "bump" {}
_SpecTex ("Specular Tex", 2D) = "black" {}
_BeckmannTex ("Beckmann Tex", 2D) = "black" {}
_SubsurfaceColor ("Subsurface Color", Color) = (1, 0.2, 0.2, 1)
_RollOff ("Roll Off", Range(0.0, 2.99)) = 0.2
_BumpBias ("Bump Map Blurring", Range(0, 5)) = 2.0
_DiffuseWrap ("Diffuse Wrap", Vector) = (0.75, 0.375, 0.1875, 0)
_SpecRoughness ("Specular Roughness", Range(0.01, 2)) = 0.15
_SpecBrightness ("Specular Brightness", Range(0, 2)) = 0.75
}
SubShader {
Pass {
Tags { "RenderType" = "Opaque" "IgnoreProjector" = "True" "LightMode" = "ForwardBase" }
CGPROGRAM
#include "UnityCG.cginc"
#include "Lighting.cginc"
#include "AutoLight.cginc"
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_fwdbase
uniform sampler2D _MainTex;
uniform float4 _MainTex_ST;
uniform sampler2D _BumpMap;
uniform sampler2D _SpecTex;
uniform sampler2D _BeckmannTex;
uniform float4 _SubsurfaceColor;
uniform float _RollOff;
uniform float _BumpBias;
uniform float3 _DiffuseWrap;
uniform float _SpecRoughness;
uniform float _SpecBrightness;
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
struct v2f
{
float4 pos : SV_POSITION;
float2 tex : TEXCOORD0;
float3 lit : TEXCOORD1;
float3 view : TEXCOORD2;
LIGHTING_COORDS(3, 4)
};
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
v2f vert (appdata_tan v)
{
TANGENT_SPACE_ROTATION;
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.tex = TRANSFORM_TEX(v.texcoord, _MainTex);
o.lit = mul(rotation, ObjSpaceLightDir(v.vertex));
o.view = mul(rotation, ObjSpaceViewDir(v.vertex));
TRANSFER_VERTEX_TO_FRAGMENT(o);
return o;
}
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
float FresnelReflectance (float3 H, float3 V, float F0)
{
float base = 1.0 - dot(V, H);
float exponential = pow(base, 5.0);
return exponential + F0 * (1.0 - exponential);
}
float SkinSpecular(
float3 N, // Bumped surface normal
float3 L, // Points to light
float3 V, // Points to eye
float m, // Roughness
float rho_s // Specular brightness
)
{
float ndotl = max(dot(N, L), 0);
float3 h = L + V; // Unnormalized half-way vector
float3 H = normalize(h);
float ndoth = dot(N, H);
float PH = pow(2.0 * tex2D(_BeckmannTex, float2(ndoth, m)).x, 10.0);
float F = FresnelReflectance(H, V, 0.028);
float frSpec = max(PH * F / dot(h, h), 0.0);
return ndotl * rho_s * frSpec;
}
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
float4 frag (v2f i) : SV_TARGET
{
float3 N = UnpackNormal(tex2Dbias(_BumpMap, float4(i.tex, 0, _BumpBias)));
float specMask = tex2D(_SpecTex, i.tex).r;
float3 L = normalize(i.lit);
float3 V = normalize(i.view);
float ldn = dot(L, N);
// diffuse part
float diffuseWeightFull = max(ldn, 0.0);
float diffuseWeightHalf = max(0.5 * ldn + 0.5, 0.0);
float3 diffuseWeight = lerp(diffuseWeightFull.xxx, diffuseWeightHalf.xxx, _DiffuseWrap);
float3 diffColor = diffuseWeight * _LightColor0.rgb;
// specular part
float specularWeight = SkinSpecular(N, L, V, _SpecRoughness, _SpecBrightness);
float3 specColor = specularWeight * _LightColor0.rgb * specMask;
// subsurface part
float sl = smoothstep(-_RollOff, 1, ldn) - smoothstep(0, 1, ldn);
sl = max(0, sl);
float3 subsurfaceColor = sl * _SubsurfaceColor;
float3 litColor = (diffColor + subsurfaceColor) * LIGHT_ATTENUATION(i) + specColor;
float4 mainColor = tex2D(_MainTex, i.tex);
return mainColor * float4(litColor, 1);
}
ENDCG
}
}
FallBack "Diffuse"
}