!!!法線マップの強弱の調整 Unity5。 _NormalIntensityに0.01〜1.0の数値を指定(0除算しないように最小範囲は0.01にしている)。 以下で、法線マップ上の法線を取得。 float3 normal = UnpackNormal(tex2D(_NormalMap, IN.uv_NormalMap)); 以下のように、Zを_NormalIntensityで割ると_NormalIntensityが0.0に近づくほど法線による凸凹はなくなる。 float3 normal2 = normalize(float3(normal.x, normal.y, normal.z / _NormalIntensity)); Shader "Custom/AOMap" { Properties { _Color ("Color", Color) = (1,1,1,1) _MainTex ("Albedo (RGB)", 2D) = "white" {} _Glossiness ("Smoothness", Range(0,1)) = 0.5 _Metallic ("Metallic", Range(0,1)) = 0.0 _NormalIntensity ("Normal", Range(0.01,1)) = 1.0 _NormalMap ("Normal Map", 2D) = "bump" {} } SubShader { Tags { "RenderType"="Opaque" } LOD 200 CGPROGRAM // Physically based Standard lighting model, and enable shadows on all light types #pragma surface surf Standard fullforwardshadows // Use shader model 3.0 target, to get nicer looking lighting #pragma target 3.0 sampler2D _MainTex; sampler2D _NormalMap; struct Input { float2 uv_MainTex; float2 uv_NormalMap; }; half _Glossiness; half _Metallic; fixed4 _Color; half _NormalIntensity; void surf (Input IN, inout SurfaceOutputStandard o) { fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color; o.Albedo = c.rgb; o.Metallic = _Metallic; o.Smoothness = _Glossiness; // 法線の強さ(_NormalIntensity)を反映 float3 normal = UnpackNormal(tex2D(_NormalMap, IN.uv_NormalMap)); float3 normal2 = normalize(float3(normal.x, normal.y, normal.z / _NormalIntensity)); o.Normal = normal2; o.Alpha = c.a; } ENDCG } FallBack "Diffuse" } ---- {{lastmodified}}