关注forwardbase下的

standard.shader

#pragma vertex vertBase
#pragma fragment fragBase
#include "UnityStandardCoreForward.cginc"

跟踪到UnityStandardCoreForward.cginc

#if UNITY_STANDARD_SIMPLE
#include "UnityStandardCoreForwardSimple.cginc"
VertexOutputBaseSimple vertBase (VertexInput v) { return vertForwardBaseSimple(v); }
VertexOutputForwardAddSimple vertAdd (VertexInput v) { return vertForwardAddSimple(v); }
half4 fragBase (VertexOutputBaseSimple i) : SV_Target { return fragForwardBaseSimpleInternal(i); }
half4 fragAdd (VertexOutputForwardAddSimple i) : SV_Target { return fragForwardAddSimpleInternal(i); }
#else
#include "UnityStandardCore.cginc"
VertexOutputForwardBase vertBase (VertexInput v) { return vertForwardBase(v); }
VertexOutputForwardAdd vertAdd (VertexInput v) { return vertForwardAdd(v); }
half4 fragBase (VertexOutputForwardBase i) : SV_Target { return fragForwardBaseInternal(i); }
half4 fragAdd (VertexOutputForwardAdd i) : SV_Target { return fragForwardAddInternal(i); }
#endif

UNITY_STANDARD_SIMPLE开关是简化版意思,进下边的分支

顶点着色器 vertForwardBase

先看输出

struct VertexOutputForwardBase
{
float4 pos : SV_POSITION;
float4 tex : TEXCOORD0;
half3 eyeVec : TEXCOORD1;
half4 tangentToWorldAndParallax[] : TEXCOORD2; // [3x3:tangentToWorld | 1x3:viewDirForParallax]
half4 ambientOrLightmapUV : TEXCOORD5; // SH or Lightmap UV
SHADOW_COORDS()
UNITY_FOG_COORDS() // next ones would not fit into SM2.0 limits, but they are always for SM3.0+
#if UNITY_REQUIRE_FRAG_WORLDPOS
float3 posWorld : TEXCOORD8;
#endif #if UNITY_OPTIMIZE_TEXCUBELOD
#if UNITY_REQUIRE_FRAG_WORLDPOS
half3 reflUVW : TEXCOORD9;
#else
half3 reflUVW : TEXCOORD8;
#endif
#endif UNITY_VERTEX_OUTPUT_STEREO
};
UNITY_REQUIRE_FRAG_WORLDPOS要不要worldpos,要
reflUVW是用来做反射的,要
UNITY_VERTEX_OUTPUT_STEREO 是用来做实例化的,不要
简化成
struct VertexOutputForwardBase
{
float4 pos : SV_POSITION;
float4 tex : TEXCOORD0;
half3 eyeVec : TEXCOORD1;
half4 tangentToWorldAndParallax[] : TEXCOORD2; // [3x3:tangentToWorld | 1x3:viewDirForParallax]
half4 ambientOrLightmapUV : TEXCOORD5; // SH or Lightmap UV
SHADOW_COORDS()
UNITY_FOG_COORDS()
float3 posWorld : TEXCOORD8;
half3 reflUVW : TEXCOORD9;
};
再来看顶点着色器
VertexOutputForwardBase vertForwardBase (VertexInput v)
{
VertexOutputForwardBase o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_OUTPUT(VertexOutputForwardBase, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); float4 posWorld = mul(unity_ObjectToWorld, v.vertex);
#if UNITY_REQUIRE_FRAG_WORLDPOS
o.posWorld = posWorld.xyz;
#endif
o.pos = UnityObjectToClipPos(v.vertex); o.tex = TexCoords(v);
o.eyeVec = NormalizePerVertexNormal(posWorld.xyz - _WorldSpaceCameraPos);
float3 normalWorld = UnityObjectToWorldNormal(v.normal);
#ifdef _TANGENT_TO_WORLD
float4 tangentWorld = float4(UnityObjectToWorldDir(v.tangent.xyz), v.tangent.w); float3x3 tangentToWorld = CreateTangentToWorldPerVertex(normalWorld, tangentWorld.xyz, tangentWorld.w);
o.tangentToWorldAndParallax[].xyz = tangentToWorld[];
o.tangentToWorldAndParallax[].xyz = tangentToWorld[];
o.tangentToWorldAndParallax[].xyz = tangentToWorld[];
#else
o.tangentToWorldAndParallax[].xyz = ;
o.tangentToWorldAndParallax[].xyz = ;
o.tangentToWorldAndParallax[].xyz = normalWorld;
#endif
//We need this for shadow receving
TRANSFER_SHADOW(o); o.ambientOrLightmapUV = VertexGIForward(v, posWorld, normalWorld); #ifdef _PARALLAXMAP
TANGENT_SPACE_ROTATION;
half3 viewDirForParallax = mul (rotation, ObjSpaceViewDir(v.vertex));
o.tangentToWorldAndParallax[].w = viewDirForParallax.x;
o.tangentToWorldAndParallax[].w = viewDirForParallax.y;
o.tangentToWorldAndParallax[].w = viewDirForParallax.z;
#endif #if UNITY_OPTIMIZE_TEXCUBELOD
o.reflUVW = reflect(o.eyeVec, normalWorld);
#endif UNITY_TRANSFER_FOG(o,o.pos);
return o;
}
UNITY_SETUP_INSTANCE_ID是instance用的,不要
UNITY_INITIALIZE_OUTPUT啥也没干,不要
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO不要
NormalizePerVertexNormal相等于什么都没做
_TANGENT_TO_WORLD是切线空间和世界空间转换矩阵 保留
o.ambientOrLightmapUV = VertexGIForward(v, posWorld, normalWorld);
因为打算用pbr来做角色,没有lightmap,所以这儿等于
o.ambientOrLightmapUV = 0 ;
_PARALLAXMAP视差贴图,不用
去掉分支后代码如下
VertexOutputForwardBase vertForwardBase (VertexInput v)
{
VertexOutputForwardBase o;
float4 posWorld = mul(unity_ObjectToWorld, v.vertex);
o.posWorld = posWorld.xyz;
o.pos = UnityObjectToClipPos(v.vertex);
o.tex = TexCoords(v);
o.eyeVec = NormalizePerVertexNormal(posWorld.xyz - _WorldSpaceCameraPos);
float3 normalWorld = UnityObjectToWorldNormal(v.normal);
float4 tangentWorld = float4(UnityObjectToWorldDir(v.tangent.xyz), v.tangent.w); float3x3 tangentToWorld = CreateTangentToWorldPerVertex(normalWorld, tangentWorld.xyz, tangentWorld.w);
o.tangentToWorldAndParallax[0].xyz = tangentToWorld[0];
o.tangentToWorldAndParallax[1].xyz = tangentToWorld[1];
o.tangentToWorldAndParallax[2].xyz = tangentToWorld[2];
//We need this for shadow receving
TRANSFER_SHADOW(o);
o.ambientOrLightmapUV = 0;
o.reflUVW = reflect(o.eyeVec, normalWorld);
UNITY_TRANSFER_FOG(o,o.pos);
return o;
}

 至此顶点着色器完事,下篇开始像素着色器

 
 
 

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