Ramp Texture allows us to control the diffuse light of an object. Mask Texture can protect some part of the texture not be influence.
Shader "MyShader/RampMap"
{
Properties {
_Color ("Color Tint", Color) = (1, 1, 1, 1)
_RampTex ("Ramp Tex", 2D) = "white" {}
_Specular ("Specular", Color) = (1, 1, 1, 1)
_Gloss ("Gloss", Range(8.0, 256)) = 20
}
SubShader {
Pass {
Tags { "LightMode"="ForwardBase" }
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "Lighting.cginc"
fixed4 _Color;
sampler2D _RampTex;
float4 _RampTex_ST;
fixed4 _Specular;
float _Gloss;
struct a2v {
float4 vertex : POSITION;
float3 normal : NORMAL;
float4 texcoord : TEXCOORD0;
};
struct v2f {
float4 pos : SV_POSITION;
float3 worldNormal : TEXCOORD0;
float3 worldPos : TEXCOORD1;
float2 uv : TEXCOORD2;
};
v2f vert(a2v v) {
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.worldNormal = UnityObjectToWorldNormal(v.normal);
o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
o.uv = TRANSFORM_TEX(v.texcoord, _RampTex);
return o;
}
fixed4 frag(v2f i) : SV_Target {
fixed3 worldNormal = normalize(i.worldNormal);
fixed3 worldLightDir = normalize(UnityWorldSpaceLightDir(i.worldPos));
fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz;
// Use the texture to sample the diffuse color
fixed halfLambert = 0.5 * dot(worldNormal, worldLightDir) + 0.5;
fixed3 diffuseColor = tex2D(_RampTex, fixed2(halfLambert, halfLambert)).rgb * _Color.rgb;
fixed3 diffuse = _LightColor0.rgb * diffuseColor;
fixed3 viewDir = normalize(UnityWorldSpaceViewDir(i.worldPos));
fixed3 halfDir = normalize(worldLightDir + viewDir);
fixed3 specular = _LightColor0.rgb * _Specular.rgb * pow(max(0, dot(worldNormal, halfDir)), _Gloss);
return fixed4(ambient + diffuse + specular, 1.0);
}
ENDCG
}
}
}
Shader "MyShader/7. MaskMap"
{
Properties
{
_Color("Color", Color) = (1,1,1,1)
_MainTex("MainTex",2D) = "white"{}
_BumpMap("Normal Map",2D) = "bump"{}
_BumpScale("Bump Scale", Float) = 1.0
_SpecularMask ("Specular Mask", 2D) = "white"{}
_SpecularScale("Specular Scale", Float) = 1
_Specular("Specular", Color) =(1,1,1,1)
_Gloss("Gloss",Range(5,100)) = 5
}
SubShader
{
Pass
{
Tags{"LightMode" = "ForwardBase"}
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "Lighting.cginc"
fixed4 _Color;
sampler2D _MainTex;
float4 _MainTex_ST;
sampler2D _BumpMap;
float _BumpScale;
sampler2D _SpecularMask;
float _SpecularScale;
fixed4 _Specular;
float _Gloss;
struct a2v
{
float4 vertex : POSITION;
float3 normal : NORMAL;
float4 tangent : TANGENT;
float4 texcoord : TEXCOORD0;
};
struct v2f
{
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
float3 lightDir : TEXCOORD1;
float3 viewDir : TEXCOORD2;
};
v2f vert(a2v v)
{
v2f f;
f.pos = UnityObjectToClipPos(v.vertex);
f.uv = v.texcoord.xy * _MainTex_ST.xy + _MainTex_ST.zw;
TANGENT_SPACE_ROTATION;
f.lightDir = mul(rotation, ObjSpaceLightDir(v.vertex)).xyz;
f.viewDir = mul(rotation, ObjSpaceViewDir(v.vertex)).xyz;
return f;
}
fixed4 frag(v2f f) : SV_Target
{
fixed3 tangentLightDir = normalize(f.lightDir);
fixed3 tangentViewDir = normalize(f.viewDir);
fixed3 tangentNormalDir = UnpackNormal(tex2D(_BumpMap,f.uv));
tangentNormalDir.xy *= _BumpScale;
tangentNormalDir.z = sqrt(1 - saturate(dot(tangentNormalDir.xy, tangentNormalDir.xy)));
fixed3 albedo = tex2D(_MainTex, f.uv).rgb * _Color.rgb;
fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.rgb * albedo;
fixed3 diffuse = _LightColor0.rgb * albedo * saturate(dot(tangentLightDir,tangentNormalDir));
fixed3 halfDir = normalize(tangentViewDir + tangentLightDir);
fixed specularMask = tex2D(_SpecularMask, f.uv).r *_SpecularScale;
fixed3 specular = _LightColor0.rgb * _Specular.rgb * specularMask * pow(saturate(dot(halfDir,tangentNormalDir)),_Gloss);
fixed3 c = ambient + diffuse + specular;
return fixed4 (c,1);
}
ENDCG
}
}
}
End –Cheng Gu