Unity 着色器(shader)问题
我需要创建一些shader,但是在水shader方面遇到了问题。我想创建一个使用两个重叠的法线贴图的。
虽然在编辑器里一切看上去都没有问题,但是当发布到webplayer的时候,场景看上去是没有光亮的。
这是shader的代码:
//// Filename : WaterShader.shader
// Version : 2.0
// Date : 1st March 2014
//
Shader "Flight/WaterShader/2.0"
{
// Set up variables so we can access them in inspector mode
Properties
{
// Variable to control the colour tint
_Color ("Base Color", Color) = (1, 1, 1, 1)
// Variables for specular
_SpecularColor ("Specular Color", Color) = (1, 1, 1, 1)
_SpecularAmount ("Shininess", Float) = 10
// Variable for setting the base texture
_MainTex ("Water Texture", 2D) = "white" { }
// Variables to set the normal map 1
_BumpMapA ("Normal Map", 2D) = "bump" { }
_BumpDepthA ("Depth", Range(0.25, 10.0)) = 1
// Variables to set the normal map 2
_BumpMapB ("Normal Map", 2D) = "bump" { }
_BumpDepthB ("Depth", Range(0.25, 10.0)) = 1
}
SubShader
{
pass
{
Tags { "RenderType" = "Opaque" }
Lighting On
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma exclude_renderers flash
// Variables
sampler2D _MainTex;
float4 _MainTex_ST;
sampler2D _BumpMapA;
float4 _BumpMapA_ST;
float _BumpDepthA;
sampler2D _BumpMapB;
float4 _BumpMapB_ST;
float _BumpDepthB;
float4 _Color;
float4 _SpecularColor;
float _SpecularAmount;
float4 _LightColor0;
struct vertexInput
{
float4 vertex : POSITION;
float3 normal : NORMAL;
float4 texcoord : TEXCOORD0;
float4 tangent : TANGENT;
};
struct vertexOutput
{
float4 pos : SV_POSITION;
float4 tex : TEXCOORD0;
float4 posWorld : TEXCOORD1;
float3 normalWorld : TEXCOORD2;
float3 tangentWorld : TEXCOORD3;
float3 binormalWorld : TEXCOORD4;
};
vertexOutput vert(vertexInput input)
{
vertexOutput output;
output.pos = mul(UNITY_MATRIX_MVP, input.vertex);
output.tex = input.texcoord;
output.posWorld = mul(_Object2World, input.vertex);
output.normalWorld = normalize( mul( float4( input.normal, 0.0f ), _World2Object ).xyz );
output.tangentWorld = normalize( mul( _Object2World, input.tangent ).xyz );
output.binormalWorld = normalize( cross( output.normalWorld, output.tangentWorld) * input.tangent.w );
return output;
}
float4 frag(vertexOutput input) : COLOR
{
// Set up variables
float3 viewDirection;
float3 lightDirection;
float3 normalDirection;
float lightIntensity;
float4 normalColorA;
float4 normalColorB;
float4 normalColor;
float3 normalLocalA;
float3 normalLocalB;
float3 normalLocal;
float3x3 normalWorld;
float4 textureColor;
float3 diffuseColor;
float3 specularColor;
float3 lightColor;
float4 finalColor;
// Begin calculations
// Calculate the angle we are looking at the pixel
viewDirection = normalize(_WorldSpaceCameraPos.xyz - input.posWorld.xyz );
if(_WorldSpaceLightPos0.w == 0.0)
{
lightIntensity = 1.0;
lightDirection = normalize(_WorldSpaceLightPos0.xyz);
}
else
{
float3 fragmentToLightSource = _WorldSpaceLightPos0.xyz - input.posWorld.xyz;
float distance = length(fragmentToLightSource);
lightIntensity = 1.0 / distance;
lightDirection = normalize(fragmentToLightSource);
}
// Sample the textures
textureColor = tex2D(_MainTex, input.tex.xy * _MainTex_ST.xy + _MainTex_ST.zw);
normalColorA = tex2D(_BumpMapA, input.tex.xy * _BumpMapA_ST.xy + _BumpMapA_ST.zw);
normalColorB = tex2D(_BumpMapB, input.tex.xy * _BumpMapB_ST.xy + _BumpMapB_ST.zw);
// Expand the normals and set the intensity of the normal map
normalLocalA = float3(2.0 * normalColorA.ag - float2(1.0, 1.0), 0.0);
normalLocalA.z = _BumpDepthA;
normalLocalB = float3(2.0 * normalColorB.ag - float2(1.0, 1.0), 0.0);
normalLocalB.z = _BumpDepthB;
// Combine the two normals
normalLocal = normalize(normalLocalA + normalLocalB);
// Calculate the normal in the world
normalWorld = float3x3( input.tangentWorld, input.binormalWorld, input.normalWorld );
normalDirection = normalize( mul( normalLocal, normalWorld ) );
// Calculate lighting
diffuseColor = lightIntensity * _LightColor0.xyz * saturate( dot(normalDirection, lightDirection) );
specularColor = diffuseColor * _SpecularColor.xyz * pow( saturate( dot( reflect(-lightDirection, normalDirection), viewDirection) ), _SpecularAmount );
// Combine lighting
lightColor = UNITY_LIGHTMODEL_AMBIENT.xyz + diffuseColor + specularColor;
// Apply lighting to the texture color
textureColor = float4( textureColor.xyz * lightColor * _Color.xyz, 1.0);
return textureColor;
}
ENDCG
}
}
FallBack "Specular"
}
在编辑器中看起来是这个样子的:
但是到了webplayer中,就成了这个样子:
问题出在哪里?
原问题:Problems with my unity shader
回答:
答案:
Osua
在场景中需要给webplayer一个单独的像素光源。
用以下替换你当前的SubShader参数
SubShader{
Tags {"RenderType" = "Opaque"}
Pass
{
Tags {"LightMode" = "ForwardAdd"}
}
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma exclude_renderers flash
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