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 | 
 Shader "Unity Shaders Book/Chapter 7/Normal Map In Tangent Space" {
 Properties {
 _Color ("Color Tint", Color) = (1, 1, 1, 1)
 _MainTex ("Main Tex", 2D) = "white" {}
 
 _BumpMap ("Normal Map", 2D) = "bump" {}
 
 _BumpScale ("Bump Scale", Float) = 1.0
 _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 _MainTex;
 float4 _MainTex_ST;
 
 sampler2D _BumpMap;
 float4 _BumpMap_ST;
 
 float _BumpScale;
 fixed4 _Specular;
 float _Gloss;
 
 struct a2v {
 float4 vertex : POSITION;
 float3 normal : NORMAL;
 
 float4 tangent : TANGENT;
 float4 texcoord : TEXCOORD0;
 };
 
 struct v2f {
 float4 pos : SV_POSITION;
 float4 uv : TEXCOORD0;
 float3 lightDir: TEXCOORD1;
 float3 viewDir : TEXCOORD2;
 };
 
 
 
 
 
 float4x4 inverse(float4x4 input) {
 #define minor(a,b,c) determinant(float3x3(input.a, input.b, input.c))
 
 float4x4 cofactors = float4x4(
 minor(_22_23_24, _32_33_34, _42_43_44),
 -minor(_21_23_24, _31_33_34, _41_43_44),
 minor(_21_22_24, _31_32_34, _41_42_44),
 -minor(_21_22_23, _31_32_33, _41_42_43),
 
 -minor(_12_13_14, _32_33_34, _42_43_44),
 minor(_11_13_14, _31_33_34, _41_43_44),
 -minor(_11_12_14, _31_32_34, _41_42_44),
 minor(_11_12_13, _31_32_33, _41_42_43),
 
 minor(_12_13_14, _22_23_24, _42_43_44),
 -minor(_11_13_14, _21_23_24, _41_43_44),
 minor(_11_12_14, _21_22_24, _41_42_44),
 -minor(_11_12_13, _21_22_23, _41_42_43),
 
 -minor(_12_13_14, _22_23_24, _32_33_34),
 minor(_11_13_14, _21_23_24, _31_33_34),
 -minor(_11_12_14, _21_22_24, _31_32_34),
 minor(_11_12_13, _21_22_23, _31_32_33)
 );
 #undef minor
 return transpose(cofactors) / determinant(input);
 }
 
 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;
 
 
 
 
 
 
 fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);
 fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);
 fixed3 worldBinormal = cross(worldNormal, worldTangent) * v.tangent.w;
 
 
 
 
 
 
 
 
 
 
 float3x3 worldToTangent = float3x3(worldTangent, worldBinormal, worldNormal);
 
 
 o.lightDir = mul(worldToTangent, WorldSpaceLightDir(v.vertex));
 o.viewDir = mul(worldToTangent, WorldSpaceViewDir(v.vertex));
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 return o;
 }
 
 fixed4 frag(v2f i) : SV_Target {
 fixed3 tangentLightDir = normalize(i.lightDir);
 fixed3 tangentViewDir = normalize(i.viewDir);
 
 
 
 fixed4 packedNormal = tex2D(_BumpMap, i.uv.zw);
 fixed3 tangentNormal;
 
 
 
 
 
 
 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"
 }
 
 
 |