unity-shader-tutorial-parallaxMap

buildin效果图

urp效果图

ParallaxMap.shader

ParallaxMap.shader
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Shader "HHF/Tutorial/ParallaxMap"
{
Properties
{
[MainTexture]_BaseMap("BaseMap", 2D) = "white" {}
[Normal]_NormalMap("NormalMap",2D) = "bump"{}
_ParallaxMap("ParallaxMap",2D) = "white"{}
[KeywordEnum(Default,Limit,Steep,Relief,POM)]_ParallaxType("ParallaxType",int)=0
_ParallaxStrength("ParallaxStrength",range(0,1)) = 1
_ParallaxAmount("ParallaxAmount",int) = 10
}

SubShader
{
Tags { "Queue"="Geometry" "RenderType" = "Opaque" "IgnoreProjector" = "True" "RenderPipeline" = "UniversalPipeline" }

Pass
{
HLSLPROGRAM
// Required to compile gles 2.0 with standard srp library
#pragma prefer_hlslcc gles
#pragma exclude_renderers d3d11_9x
#pragma vertex vert
#pragma fragment frag
#pragma shader_feature _ _PARALLAXTYPE_DEFAULT _PARALLAXTYPE_LIMIT _PARALLAXTYPE_STEEP _PARALLAXTYPE_RELIEF _PARALLAXTYPE_POM
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/UnityInstancing.hlsl"


struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
half3 normal : NORMAL;
half4 tangent : TANGENT;
};

struct v2f
{
float4 positionCS : SV_POSITION;
float2 uv : TEXCOORD0;
half4 normalWS : TEXCOORD1;
half4 tangentWS : TEXCOORD2;
half4 bitangentWS : TEXCOORD3;
};

CBUFFER_START(UnityPerMaterial)
half4 _BaseColor;
float4 _BaseMap_ST;
half _ParallaxStrength;
half _ParallaxAmount;
CBUFFER_END
TEXTURE2D (_BaseMap);SAMPLER(sampler_BaseMap);
TEXTURE2D (_NormalMap);SAMPLER(sampler_NormalMap);
TEXTURE2D (_ParallaxMap);SAMPLER(sampler_ParallaxMap);

v2f vert(appdata v)
{
v2f o = (v2f)0;

float3 positionWS = TransformObjectToWorld(v.vertex.xyz);
o.positionCS = TransformObjectToHClip(v.vertex.xyz);
o.uv = TRANSFORM_TEX(v.uv, _BaseMap);
o.normalWS.xyz = TransformObjectToWorldNormal(v.normal);
o.tangentWS.xyz = TransformObjectToWorldDir(v.tangent.xyz);
half sign = v.tangent.w * GetOddNegativeScale();
o.bitangentWS.xyz = cross(o.normalWS.xyz, o.tangentWS.xyz) * sign;
o.tangentWS.w = positionWS.x;
o.bitangentWS.w = positionWS.y;
o.normalWS.w = positionWS.z;

return o;
}

half4 frag(v2f i) : SV_Target
{
half4 c;

float2 offset = 0;
half3 V = normalize(float3(i.tangentWS.w,i.bitangentWS.w,i.normalWS.w) - _WorldSpaceCameraPos.xyz);
V = mul(float3x3(i.tangentWS.xyz, i.bitangentWS.xyz, i.normalWS.xyz),V);

#if _PARALLAXTYPE_DEFAULT
// 基本视差映射:T=V.xy*(H/V.z)
half parallaxMap = 1 - SAMPLE_TEXTURE2D(_ParallaxMap, sampler_ParallaxMap, i.uv).r;
offset = V.xy * (parallaxMap/-V.z) * _ParallaxStrength;
#elif _PARALLAXTYPE_LIMIT
// 带偏移上限的视差映射:T=V.xy*H
half parallaxMap = 1 - SAMPLE_TEXTURE2D(_ParallaxMap, sampler_ParallaxMap, i.uv).r;
offset = V.xy * parallaxMap * _ParallaxStrength;
#elif _PARALLAXTYPE_STEEP
// 陡峭视差映射
half currentDepth = 0;
half parallaxDepth = 0;
half heightStep = 1/_ParallaxAmount;
half2 offsetTemp = V.xy/-V.z * _ParallaxStrength;
for(int j=0;j<_ParallaxAmount;j++)
{
parallaxDepth = 1 - SAMPLE_TEXTURE2D_LOD(_ParallaxMap, sampler_ParallaxMap, i.uv + offset,0).r;
// 如果当前迭代的深度值>深度图中的深度值则退出循环
if(currentDepth>parallaxDepth) break;

currentDepth += heightStep;
offset = offsetTemp * currentDepth;
}
#elif _PARALLAXTYPE_RELIEF
// 浮雕视差映射
half currentDepth = 0;
half parallaxDepth = 0;
half heightStep = 1/_ParallaxAmount;
half2 offsetTemp = V.xy/-V.z * _ParallaxStrength;
for(int j=0;j<_ParallaxAmount;j++)
{
parallaxDepth = 1 - SAMPLE_TEXTURE2D_LOD(_ParallaxMap, sampler_ParallaxMap, i.uv + offset,0).r;
// 如果当前迭代的深度值>深度图中的深度值则退出循环
if(currentDepth>parallaxDepth) break;

currentDepth += heightStep;
offset = offsetTemp * currentDepth;
}

for(int j = 0; j < 5; j++)
{
heightStep/=2;

if(currentDepth>parallaxDepth)
currentDepth -= heightStep;
else
currentDepth += heightStep;

offset = offsetTemp * currentDepth;
parallaxDepth = 1 - SAMPLE_TEXTURE2D_LOD(_ParallaxMap, sampler_ParallaxMap, i.uv + offset,0).r;
}
#elif _PARALLAXTYPE_POM
// 视差遮蔽映射
half currentDepth = 0;
half parallaxDepth = 0;
half preParallaxDepth = 0;
half heightStep = 1/_ParallaxAmount;
half2 offsetTemp = V.xy/-V.z * _ParallaxStrength;
for(int j=0;j<_ParallaxAmount;j++)
{
parallaxDepth = 1 - SAMPLE_TEXTURE2D_LOD(_ParallaxMap, sampler_ParallaxMap, i.uv + offset,0).r;
// 如果当前迭代的深度值>深度图中的深度值则退出循环
if(currentDepth>parallaxDepth) break;

preParallaxDepth = parallaxDepth;
currentDepth += heightStep;
offset = offsetTemp * currentDepth;
}

half preDepth = currentDepth - heightStep;
half A_C = preDepth - preParallaxDepth;
half D_B = parallaxDepth - currentDepth;
half t = A_C/(D_B+A_C);
half height = lerp(preDepth,currentDepth,t);
offset = offsetTemp * height;
#endif

i.uv += offset;

half4 baseMap = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, i.uv);
c = baseMap;

half3 normalMap = UnpackNormal(SAMPLE_TEXTURE2D(_NormalMap, sampler_NormalMap, i.uv));
half3 normalWS = mul(normalMap,float3x3(i.tangentWS.xyz, i.bitangentWS.xyz, i.normalWS.xyz));

Light mainLight = GetMainLight();
half3 L = mainLight.direction;
half NdotL = max(0.5,dot(normalWS,L));
c *= NdotL;

return c;
}
ENDHLSL
}
}

SubShader
{
Tags { "Queue"="Geometry" }

Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma shader_feature _ _PARALLAXTYPE_DEFAULT _PARALLAXTYPE_LIMIT _PARALLAXTYPE_STEEP _PARALLAXTYPE_RELIEF _PARALLAXTYPE_POM
#include "UnityCG.cginc"

struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
half3 normal : NORMAL;
half4 tangent : TANGENT;
};

struct v2f
{
float4 positionCS : SV_POSITION;
float2 uv : TEXCOORD0;
half4 normalWS : TEXCOORD1;
half4 tangentWS : TEXCOORD2;
half4 bitangentWS : TEXCOORD3;
};

half4 _BaseColor;
sampler2D _BaseMap; float4 _BaseMap_ST;
sampler2D _NormalMap;
sampler2D _ParallaxMap;
half _ParallaxStrength;
half _ParallaxAmount;

v2f vert(appdata v)
{
v2f o = (v2f)0;

float3 positionWS = mul(UNITY_MATRIX_M, v.vertex);
o.positionCS = UnityObjectToClipPos(v.vertex.xyz);
o.uv = TRANSFORM_TEX(v.uv, _BaseMap);
o.normalWS.xyz = UnityObjectToWorldNormal(v.normal);
o.tangentWS.xyz = UnityObjectToWorldDir(v.tangent);
half sign = v.tangent.w * unity_WorldTransformParams.w;
o.bitangentWS.xyz = cross(o.normalWS.xyz, o.tangentWS.xyz) * sign;
o.tangentWS.w = positionWS.x;
o.bitangentWS.w = positionWS.y;
o.normalWS.w = positionWS.z;
return o;
}

half4 frag(v2f i) : SV_Target
{
half4 c;

float2 offset = 0;
half3 V = normalize(float3(i.tangentWS.w,i.bitangentWS.w,i.normalWS.w) - _WorldSpaceCameraPos.xyz);
V = mul(float3x3(i.tangentWS.xyz, i.bitangentWS.xyz, i.normalWS.xyz),V);

#if _PARALLAXTYPE_DEFAULT
// 基本视差映射:T=V.xy*(H/V.z)
half parallaxMap = 1 - tex2D(_ParallaxMap, i.uv).r;
offset = V.xy * (parallaxMap/-V.z) * _ParallaxStrength;
#elif _PARALLAXTYPE_LIMIT
// 带偏移上限的视差映射:T=V.xy*H
half parallaxMap = 1 - tex2D(_ParallaxMap, i.uv).r;
offset = V.xy * parallaxMap * _ParallaxStrength;
#elif _PARALLAXTYPE_STEEP
// 陡峭视差映射
half currentDepth = 0;
half parallaxDepth = 0;
half heightStep = 1/_ParallaxAmount;
half2 offsetTemp = V.xy/-V.z * _ParallaxStrength;
// [unroll(30)]
// 不使用tex2Dlod,使用tex2D需要加上unroll进行展开
for(int j=0;j<_ParallaxAmount;j++)
{
float4 uvMipmap = float4(i.uv + offset, 0, 0);
parallaxDepth = 1 - tex2Dlod(_ParallaxMap, uvMipmap).r;
// 如果当前迭代的深度值>深度图中的深度值则退出循环
if(currentDepth>parallaxDepth) break;

currentDepth += heightStep;
offset = offsetTemp * currentDepth;
}
#elif _PARALLAXTYPE_RELIEF
// 浮雕视差映射
half currentDepth = 0;
half parallaxDepth = 0;
half heightStep = 1/_ParallaxAmount;
half2 offsetTemp = V.xy/-V.z * _ParallaxStrength;
for(int j=0;j<_ParallaxAmount;j++)
{
float4 uvMipmap = float4(i.uv + offset, 0, 0);
parallaxDepth = 1 - tex2Dlod(_ParallaxMap, uvMipmap).r;
// 如果当前迭代的深度值>深度图中的深度值则退出循环
if(currentDepth>parallaxDepth) break;

currentDepth += heightStep;
offset = offsetTemp * currentDepth;
}

for(int j = 0; j < 5; j++)
{
heightStep/=2;

if(currentDepth>parallaxDepth)
currentDepth -= heightStep;
else
currentDepth += heightStep;

offset = offsetTemp * currentDepth;
parallaxDepth = 1 - tex2D(_ParallaxMap, i.uv + offset).r;
}
#elif _PARALLAXTYPE_POM
// 视差遮蔽映射
half currentDepth = 0;
half parallaxDepth = 0;
half preParallaxDepth = 0;
half heightStep = 1/_ParallaxAmount;
half2 offsetTemp = V.xy/-V.z * _ParallaxStrength;
for(int j=0;j<_ParallaxAmount;j++)
{
float4 uvMipmap = float4(i.uv + offset, 0, 0);
parallaxDepth = 1 - tex2Dlod(_ParallaxMap, uvMipmap).r;
// 如果当前迭代的深度值>深度图中的深度值则退出循环
if(currentDepth>parallaxDepth) break;

preParallaxDepth = parallaxDepth;
currentDepth += heightStep;
offset = offsetTemp * currentDepth;
}

half preDepth = currentDepth - heightStep;
half A_C = preDepth - preParallaxDepth;
half D_B = parallaxDepth - currentDepth;
half t = A_C/(D_B+A_C);
half height = lerp(preDepth,currentDepth,t);
offset = offsetTemp * height;
#endif

i.uv += offset;

half4 baseMap = tex2D(_BaseMap, i.uv);
c = baseMap;

half3 normalMap = UnpackNormal(tex2D(_NormalMap, i.uv));
half3 normalWS = mul(normalMap,float3x3(i.tangentWS.xyz, i.bitangentWS.xyz, i.normalWS.xyz));

half3 L = _WorldSpaceLightPos0;
half NdotL = max(0.5,dot(normalWS,L));
c *= NdotL;

return c;
}

ENDCG
}
}

}