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700字范文 > unity 卡通动物 shader 包含边缘光 ramp 描边

unity 卡通动物 shader 包含边缘光 ramp 描边

时间:2022-08-19 15:02:18

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unity 卡通动物 shader 包含边缘光 ramp 描边

unity 卡通动物 shader 包含边缘光,ramp,描边

上shader

Shader "Unlit/TestShader"{Properties {_Diff ("Diff", 2D) = "white" {}_MainColor ("MainColor", Color) = (0,0,0,1) //模型主颜色_RAMP ("RAMP", 2D) = "white" {}_Light ("Light", Vector) = (0,0,0,0)_InSideRimColor ("InSideRimColor", Color) = (1,1,1,1)//内边缘光颜色_InSideRimPower("InSideRimPower", Range(0.0,5)) = 0 //边缘光强度 ,这个值可以控制菲涅尔影响范围的大小,这个值越大,效果上越边缘化_InSideRimIntensity("InSideRimIntensity", Range(0.0, 10)) = 0 //边缘光强度系数 这个值是反射的强度, 值越大,返回的强度越大,导致边缘的颜色不那么明显 //描边_Outline_Width ("Outline_Width", Float ) = 1_Outline_Color ("Outline_Color", Color) = (0.5,0.5,0.5,1)_Outline_Offset_X ("Outline_Offset_X", Float) = 0_Outline_Offset_Y ("Outline_Offset_Y", Float) = 0_GradHeight ("GradHeight",float) =1_GradColor ("GradColor", Color) = (0.125,0.125,0.125,1)}SubShader {Tags {"RenderType"="Opaque"}LOD 100Pass {Name "ForwardBase"Tags {"LightMode"="ForwardBase" "Queue" = "Geometry"}Fog {Mode Off}CGPROGRAM#pragma vertex vert#pragma fragment frag#include "UnityCG.cginc"//#include "AutoLight.cginc"//#include "Lighting.cginc"#pragma multi_compile_fwdbase_fullshadows#pragma exclude_renderers xbox360 ps3 flash d3d11_9x #pragma target 2.0uniform sampler2D _Diff; uniform float4 _Diff_ST;uniform float4 _MainColor;uniform sampler2D _RAMP; uniform float4 _RAMP_ST;uniform float4 _Light;uniform float4 _InSideRimColor;uniform float _InSideRimPower;uniform float _InSideRimIntensity; uniform fixed4 _GradColor;uniform half _GradHeight;uniform float _Outline_Offset_X;uniform float _Outline_Offset_Y;struct VertexInput {float4 vertex : POSITION;float2 uv : TEXCOORD0;float3 normal : NORMAL;};struct VertexOutput {float2 uv : TEXCOORD0;float3 normal : TEXCOORD1;float4 vertex : SV_POSITION;float4 vertexWorld : TEXCOORD2;half grad:TEXCOORD3;};VertexOutput vert (VertexInput v) {VertexOutput o = (VertexOutput)0;o.normal = mul(unity_ObjectToWorld, float4(v.normal,0)).xyz;o.vertex = UnityObjectToClipPos(v.vertex);o.vertexWorld = mul(unity_ObjectToWorld, v.vertex);o.uv = v.uv;o.grad = mul(unity_ObjectToWorld, v.vertex).y;return o;}fixed4 frag(VertexOutput i) : COLOR {i.normal = normalize(i.normal);//下面计算方式套用菲涅尔计算float3 worldViewDir = normalize(_WorldSpaceCameraPos.xyz - i.vertexWorld.xyz);//获取单位视角方向 相机世界空间位置减去顶点世界空间位置half NdotV = max(0, dot(i.normal, worldViewDir));//计算法线方向和视角方向点积,约靠近边缘夹角越大,值约小,那就是会越在圆球中间约亮,越边缘约暗NdotV = 1.0-NdotV;//这里需求是越边缘约亮,所以需要反一下,这里用1 减下float fresnel =pow(NdotV,_InSideRimPower)*_InSideRimIntensity;//使用上面的属性参数,这里不多说float3 Emissive=_InSideRimColor.rgb*fresnel; //配置上属性里面的内边缘光颜色float4 _Diff_var = tex2D(_Diff,TRANSFORM_TEX(i.uv, _Diff));float4 FinalCompOut = _Diff_var*_MainColor;//float RampUV_var = max(0,dot(_Light.rgb,i.normal));float RampUV_var = max(0,dot(mul( unity_WorldToObject, float4(_Light.rgb,0) ).xyz,i.normal));float2 RampUV = float2(RampUV_var,RampUV_var);float4 _RAMP_var = tex2D(_RAMP,TRANSFORM_TEX(RampUV, _RAMP));FinalCompOut.rgb*=_RAMP_var.rgb;FinalCompOut.rgb = FinalCompOut.rgb+Emissive;//最后加在本体主颜色就即可FinalCompOut.xyz = lerp(_GradColor.xyz*FinalCompOut.xyz,FinalCompOut.xyz,clamp(i.grad,0,_GradHeight)/_GradHeight);return FinalCompOut;}ENDCG}Pass {Name "Outline"Tags {"Queue" = "Transparent"}Cull FrontZWrite OffOffset [_Outline_Offset_X], [_Outline_Offset_Y]CGPROGRAM#pragma vertex vert#pragma fragment frag#include "UnityCG.cginc"#pragma exclude_renderers xbox360 ps3 flash d3d11_9x #pragma target 3.0//描边uniform float _Outline_Width;uniform float4 _Outline_Color;struct VertexInput {float4 vertex : POSITION;float3 normal : NORMAL;};struct VertexOutput {float4 pos : SV_POSITION;};VertexOutput vert (VertexInput v) {VertexOutput o = (VertexOutput)0;o.pos = UnityObjectToClipPos(v.vertex);float3 norm = mul ((float3x3)UNITY_MATRIX_IT_MV, v.normal);float2 offset = TransformViewToProjection(norm.xy);o.pos.xy += offset * o.pos.z * _Outline_Width;return o;}float4 frag(VertexOutput i, float facing : VFACE) : SV_Target{return _Outline_Color;}ENDCG}}FallBack "Diffuse"}

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