遮罩纹理

用来保护某些区域避免被修改

原理:使用其中的通道与原图相乘,如果通道值为0,则不受影响。

比如说想要控制高光,就制作一张高光的遮罩图,通过与原图相乘,来控制该遮罩图在原图上的影响大小,用来调出想要的高光。

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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'

Shader "Unity Shaders Book/Chapter 7/Mask Texture" {
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
//高光遮罩
_SpecularMask ("Specular Mask", 2D) = "white" {}
_SpecularScale ("Specular 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;
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 o;
o.pos = UnityObjectToClipPos(v.vertex);

o.uv.xy = v.texcoord.xy * _MainTex_ST.xy + _MainTex_ST.zw;
//使用了宏
TANGENT_SPACE_ROTATION;
o.lightDir = mul(rotation, ObjSpaceLightDir(v.vertex)).xyz;
o.viewDir = mul(rotation, ObjSpaceViewDir(v.vertex)).xyz;

return o;
}

fixed4 frag(v2f i) : SV_Target {
fixed3 tangentLightDir = normalize(i.lightDir);
fixed3 tangentViewDir = normalize(i.viewDir);

fixed3 tangentNormal = UnpackNormal(tex2D(_BumpMap, i.uv));
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);
// Get the mask value
fixed specularMask = tex2D(_SpecularMask, i.uv).r * _SpecularScale;
// Compute specular term with the specular mask
fixed3 specular = _LightColor0.rgb * _Specular.rgb * pow(max(0, dot(tangentNormal, halfDir)), _Gloss) * specularMask;

return fixed4(ambient + diffuse + specular, 1.0);
}

ENDCG
}
}
FallBack "Specular"
}

重复利用遮罩:把不同属性存储在图片不同通道中,已到达更好的效果。