Unity Shader實(shí)現(xiàn)素描風(fēng)格的渲染
本文實(shí)例為大家分享了Unity Shader實(shí)現(xiàn)素描風(fēng)格的具體代碼,供大家參考,具體內(nèi)容如下
原理
使用6張素描紋理進(jìn)行渲染,在渲染階段,在頂點(diǎn)著色階段計(jì)算逐頂點(diǎn)的光照,根據(jù)光照結(jié)果決定6張紋理的混合權(quán)重,并傳遞給片元著色器。在片元著色器中根據(jù)這些權(quán)重來(lái)混合6張紋理的采樣結(jié)果
Shader實(shí)現(xiàn)
Shader "Hatching" { Properties { _Color ("Color Tint", Color) = (1, 1, 1, 1)//顏色 _TileFactor ("Tile Factor", Float) = 1//紋理的平鋪系數(shù),數(shù)值越大素描線條越密 _Outline ("Outline", Range(0, 1)) = 0.1 _Hatch0 ("Hatch 0", 2D) = "white" {} _Hatch1 ("Hatch 1", 2D) = "white" {} _Hatch2 ("Hatch 2", 2D) = "white" {} _Hatch3 ("Hatch 3", 2D) = "white" {} _Hatch4 ("Hatch 4", 2D) = "white" {} _Hatch5 ("Hatch 5", 2D) = "white" {}//對(duì)應(yīng)的6張素描紋理 } SubShader { Tags { "RenderType"="Opaque" "Queue"="Geometry"} Pass { Tags { "LightMode"="ForwardBase" } CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma multi_compile_fwdbase #include "UnityCG.cginc" #include "Lighting.cginc" #include "AutoLight.cginc" #include "UnityShaderVariables.cginc" fixed4 _Color; float _TileFactor; sampler2D _Hatch0; sampler2D _Hatch1; sampler2D _Hatch2; sampler2D _Hatch3; sampler2D _Hatch4; sampler2D _Hatch5; struct a2v { float4 vertex : POSITION; float4 tangent : TANGENT; float3 normal : NORMAL; float2 texcoord : TEXCOORD0; }; struct v2f { float4 pos : SV_POSITION; float2 uv : TEXCOORD0; fixed3 hatchWeights0 : TEXCOORD1;// fixed3 hatchWeights1 : TEXCOORD2;// 6個(gè)混合權(quán)重,存在兩個(gè)fixed3變量中 float3 worldPos : TEXCOORD3; SHADOW_COORDS(4) }; v2f vert(a2v v) { v2f o; o.pos = UnityObjectToClipPos(v.vertex); o.uv = v.texcoord.xy * _TileFactor; fixed3 worldLightDir = normalize(WorldSpaceLightDir(v.vertex)); fixed3 worldNormal = UnityObjectToWorldNormal(v.normal); fixed diff = max(0, dot(worldLightDir, worldNormal));//漫反射系數(shù) o.hatchWeights0 = fixed3(0, 0, 0); o.hatchWeights1 = fixed3(0, 0, 0); float hatchFactor = diff * 7.0;//把diff縮放到[0,7]范圍 //純白 if (hatchFactor > 6.0) { } else if (hatchFactor > 5.0) { o.hatchWeights0.x = hatchFactor - 5.0; } else if (hatchFactor > 4.0) { o.hatchWeights0.x = hatchFactor - 4.0; o.hatchWeights0.y = 1.0 - o.hatchWeights0.x; } else if (hatchFactor > 3.0) { o.hatchWeights0.y = hatchFactor - 3.0; o.hatchWeights0.z = 1.0 - o.hatchWeights0.y; } else if (hatchFactor > 2.0) { o.hatchWeights0.z = hatchFactor - 2.0; o.hatchWeights1.x = 1.0 - o.hatchWeights0.z; } else if (hatchFactor > 1.0) { o.hatchWeights1.x = hatchFactor - 1.0; o.hatchWeights1.y = 1.0 - o.hatchWeights1.x; } else { o.hatchWeights1.y = hatchFactor; o.hatchWeights1.z = 1.0 - o.hatchWeights1.y; } o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz; TRANSFER_SHADOW(o); return o; } fixed4 frag(v2f i) : SV_Target { //根據(jù)相應(yīng)的權(quán)重進(jìn)行采樣 fixed4 hatchTex0 = tex2D(_Hatch0, i.uv) * i.hatchWeights0.x; fixed4 hatchTex1 = tex2D(_Hatch1, i.uv) * i.hatchWeights0.y; fixed4 hatchTex2 = tex2D(_Hatch2, i.uv) * i.hatchWeights0.z; fixed4 hatchTex3 = tex2D(_Hatch3, i.uv) * i.hatchWeights1.x; fixed4 hatchTex4 = tex2D(_Hatch4, i.uv) * i.hatchWeights1.y; fixed4 hatchTex5 = tex2D(_Hatch5, i.uv) * i.hatchWeights1.z; fixed4 whiteColor = fixed4(1, 1, 1, 1) * (1 - i.hatchWeights0.x - i.hatchWeights0.y - i.hatchWeights0.z - i.hatchWeights1.x - i.hatchWeights1.y - i.hatchWeights1.z); fixed4 hatchColor = hatchTex0 + hatchTex1 + hatchTex2 + hatchTex3 + hatchTex4 + hatchTex5 + whiteColor; UNITY_LIGHT_ATTENUATION(atten, i, i.worldPos); return fixed4(hatchColor.rgb * _Color.rgb * atten, 1.0); } ENDCG } } FallBack "Diffuse" }
效果如下:
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