燈光衰減圖可以模拟3D貼圖的效果,但也有一定的局限性。給燈光使用衰減圖可以一定程度的控制燈光形狀。
應該也是某種程度的燈光cookie。
使用衰減圖與翻頁動畫制作的燈火效果:
優點:
- 一定程度上的3D Texture
- 可以拿來做搖曳燈火等
缺點:
- 定制性比較高,真正使用可能要借助CB
- 相比3D Texture可控程度有限
原文先從泛光燈公式講起,後講到XY與Z的貼圖拆分。這裡僅大緻實作。測試shader如下:
Shader "Custom/VirtualPointLight"
{
Properties
{
_MainTex("Texture", 2D) = "white" {}
_AtteTex_XY("Atte Texture XY", 2D) = "white" {}
_AtteTex_Z("Atte Texture Z", 2D) = "white" {}
_VirtualLightPos("Virtual Light Position", vector) = (0, 0, 0, 0)
_VirtualLightRange("Virtual Light Range", float) = 0.5
_VirtualLightColor("Virtual Light Color", Color) = (0, 0, 0, 0)
_Shininess("Shininess", range(0.1, 100)) = 1
}
SubShader
{
Tags{ "RenderType" = "Opaque" }
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
float3 normal : NORMAL;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
float4 lightVolume : TEXCOORD1;
float3 d01 : TEXCOORD2;
};
sampler2D _MainTex;
sampler2D _AtteTex_XY;
sampler2D _AtteTex_Z;
float4 _MainTex_ST;
float4 _VirtualLightPos;
float4 _VirtualLightColor;
float _Shininess;
float _VirtualLightRange;
v2f vert(appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
float4 worldPosition = mul(unity_ObjectToWorld, v.vertex);
float4 N = normalize(mul(unity_ObjectToWorld, v.normal));
float3 d = _VirtualLightPos - worldPosition;
o.d01 = d / _VirtualLightRange;
float3 L = d;
float3 V = normalize(_WorldSpaceCameraPos.xyz - worldPosition.xyz).xyz;
float3 H = normalize(L + V);
float4 diffuse = max(dot(N, L), 0);
float specular = pow(max(0, dot(H, N)), _Shininess);
o.lightVolume = diffuse + specular;
o.lightVolume = o.lightVolume;
return o;
}
fixed4 frag(v2f i) : SV_Target
{
fixed4 col = tex2D(_MainTex, i.uv);
fixed d01_xy = tex2D(_AtteTex_XY, i.d01.xy + 0.5).r;
fixed d01_z = tex2D(_AtteTex_Z, half2(i.d01.z + 0.5, 0.5)).r;
fixed atte = 1 - (d01_xy + d01_z);
return col * _VirtualLightColor * (i.lightVolume * atte);
}
ENDCG
}
}
}
測試C#腳本:
public class VirtualLightBind : MonoBehaviour
{
void Update()
{
material.SetVector("_VirtualLightPos", transform.position);
}
}