燈光衰減圖能夠模擬3D貼圖的效果,但也有必定的侷限性。給燈光使用衰減圖能夠必定程度的控制燈光形狀。cookie
應該也是某種程度的燈光cookie。app
使用衰減圖與翻頁動畫製做的燈火效果:測試
原文先從泛光燈公式講起,後講到XY與Z的貼圖拆分。這裏僅大體實現。測試shader以下:動畫
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:spa
public class VirtualLightBind : MonoBehaviour { void Update() { material.SetVector("_VirtualLightPos", transform.position); } }