这篇文章将收集unity中使用shader的相关技巧和特效,会不断地更新内容。关于在Unity中使用shader的介绍,请参考《【OpenGL】使用Unity来学习OpenGL》
常用的内置uniform
iResolution =》_ScreenParams
iGlobalTime => _Time.y
glFragCoord => float4 sp:WPOS // 需要 #pragma target 3.0, 另外的方式请见下面
vec2 => float2
mix => lerp
mod => fmod
texture2D => tex2D
textureCube => texCUBE
mat2=>float2x2
fract=>frac
========
关于glFragCoord, 可以使用另外一种方式计算(支持3.0之前的)参考官方例子
o.scrPos = ComputeScreenPos(o.pos);
float2 wcoord = (i.scrPos.xy/i.scrPos.w);
-------
float2 wcoord = sp.xy/_ScreenParams.xy;
关于数学的Shader:https://www.shadertoy.com/view/ldlSD2 https://www.shadertoy.com/view/ldlSWj
很好的一个教程:http://ogldev.atspace.co.uk/index.html
Deferred Shading 原理: http://ogldev.atspace.co.uk/www/tutorial35/tutorial35.html
关于Stencil Buffer 的理解:http://www.cnblogs.com/mikewolf2002/archive/2012/05/15/2500867.html
更多文章:1)http://docs.unity3d.com/Manual/SL-Stencil.html
2) http://answers.unity3d.com/questions/590800/how-to-cullrender-to-through-a-window.html
Stencil Shadow Volume : http://ogldev.atspace.co.uk/www/tutorial40/tutorial40.html
http://en.wikipedia.org/wiki/Shadow_volume
镜面反射的实现原理:
ftp://ftp.sgi.com/sgi/opengl/contrib/blythe/advanced99/notes/node158.html
其它镜面反射:
http://en.wikibooks.org/wiki/Cg_Programming/Unity/Mirrors
在unity cg中可以使用[HideInInspector]来隐藏uniform属性,这样就可以用作自定义常量。
Physically Based Rendering: Tutorial: Physically Based Rendering, And you can too!
边缘检测:1) http://www.codeproject.com/Articles/94817/Pixel-Shader-for-Edge-Detection-and-Cartoon-Effect
2) http://coding-experiments.blogspot.hk/2010/06/edge-detection.html
3) http://en.wikipedia.org/wiki/Edge_detection
Cg函数表:http://http.developer.nvidia.com/CgTutorial/cg_tutorial_appendix_e.html
heat effect : http://forum.unity3d.com/threads/50132-Heat-Distortion, http://www.cnblogs.com/geoffyange/archive/2013/06/06/3122570.html
skin shading in unity: http://www.altdevblogaday.com/2011/12/31/skin-shading-in-unity3d/
http://http.developer.nvidia.com/GPUGems3/gpugems3_ch14.html
http://gamedev.stackexchange.com/questions/31308/algorithm-for-creating-spheres
RenderMan University: http://renderman.pixar.com/view/renderman-university
一些shader的例子:
- Shader "shaderToy/LolCrap" {
- Properties {
- _MainTex ("image", 2D) = "white" {}
- _NoiseTex("noise", 2D) = "bump" {}
- _percent("percent", Range(-0.3, 1)) = 0
- _DefColor ("defalutColor", COLOR) = ( 0, .8, .4, 1)
- }
- CGINCLUDE
- #include "UnityCG.cginc"
- #pragma target 3.0
- #pragma glsl
- float mod289(float x) {
- return x - floor(x * (1.0 / 289.0)) * 289.0;
- }
- float4 mod289(float4 x) {
- return x - floor(x * (1.0 / 289.0)) * 289.0;
- }
- float4 perm(float4 x) {
- return mod289(((x * 34.0) + 1.0) * x);
- }
- float noise3d(float3 p) {
- float3 a = floor(p);
- float3 d = p - a;
- d = d * d * (3.0 - 2.0 * d);
- float4 b = a.xxyy + float4(0.0, 1.0, 0.0, 1.0);
- float4 k1 = perm(b.xyxy);
- float4 k2 = perm(k1.xyxy + b.zzww);
- float4 c = k2 + a.zzzz;
- float4 k3 = perm(c);
- float4 k4 = perm(c + 1.0);
- float4 o1 = frac(k3 * (1.0 / 41.0));
- float4 o2 = frac(k4 * (1.0 / 41.0));
- float4 o3 = o2 * d.z + o1 * (1.0 - d.z);
- float2 o4 = o3.yw * d.x + o3.xz * (1.0 - d.x);
- return o4.y * d.y + o4.x * (1.0 - d.y);
- }
- struct v2f {
- half4 pos:SV_POSITION;
- half4 uv : TEXCOORD0;
- };
- v2f vert(appdata_base v) {
- v2f o;
- o.pos = mul (UNITY_MATRIX_MVP, v.vertex);
- return o;
- }
- fixed4 frag(float4 sp:WPOS) : COLOR0 {
- float2 uv = 2.0 * sp.xy / _ScreenParams.xy - 1.0;
- float3 water[4];
- float3 fire[4];
- float3x3 r = float3x3(0.36, 0.48, -0.8, -0.8, 0.60, 0.0, 0.48, 0.64, 0.60);
- float3 p_pos = mul(float3(uv * float2(16.0, 9.0), 0.0), r);
- float3 p_time = mul(float3(0.0, 0.0, _Time.y * 2.0), r);
- // /* Noise sampling points for water */
- water[0] = p_pos / 2.0 + p_time;
- water[1] = p_pos / 4.0 + p_time;
- water[2] = p_pos / 8.0 + p_time;
- water[3] = p_pos / 16.0 + p_time;
- // /* Noise sampling points for fire */
- p_pos = 16.0 * p_pos - mul( float3(0.0, mod289(_Time.y) * 128.0, 0.0), r);
- fire[0] = p_pos / 2.0 + p_time * 2.0;
- fire[1] = p_pos / 4.0 + p_time * 1.5;
- fire[2] = p_pos / 8.0 + p_time;
- fire[3] = p_pos / 16.0 + p_time;
- float2x2 rot = float2x2(cos(_Time.y), sin(_Time.y), -sin(_Time.y), cos(_Time.y));
- float2 poszw = mul(uv, rot);
- // /* Dither the transition between water and fire */
- float test = poszw.x * poszw.y + 1.5 * sin(_Time.y);
- float2 d = float2(16.0, 9.0) * uv;
- test += 0.5 * (length(frac(d) - 0.5) - length(frac(d + 0.5) - 0.5));
- // /* Compute 4 octaves of noise */
- float3 points[4];
- points[0] = (test > 0.0) ? fire[0] : water[0];
- points[1] = (test > 0.0) ? fire[1] : water[1];
- points[2] = (test > 0.0) ? fire[2] : water[2];
- points[3] = (test > 0.0) ? fire[3] : water[3];
- float4 n = float4(noise3d(points[0]),
- noise3d(points[1]),
- noise3d(points[2]),
- noise3d(points[3]));
- float4 color;
- if (test > 0.0)
- {
- // /* Use noise results for fire */
- float p = dot(n, float4(0.125, 0.125, 0.25, 0.5));
- // /* Fade to black on top of screen */
- p -= uv.y * 0.8 + 0.25;
- p = max(p, 0.0);
- p = min(p, 1.0);
- float q = p * p * (3.0 - 2.0 * p);
- float r = q * q * (3.0 - 2.0 * q);
- color = float4(min(q * 2.0, 1.0),
- max(r * 1.5 - 0.5, 0.0),
- max(q * 8.0 - 7.3, 0.0),
- 1.0);
- }
- else
- {
- // /* Use noise results for water */
- float p = dot(abs(2.0 * n - 1.0),
- float4(0.5, 0.25, 0.125, 0.125));
- float q = sqrt(p);
- color = float4(1.0 - q,
- 1.0 - 0.5 * q,
- 1.0,
- 1.0);
- }
- return color;
- }
- ENDCG
- SubShader {
- Tags {"Queue" = "Transparent"}
- ZWrite Off
- Blend SrcAlpha OneMinusSrcAlpha
- Pass {
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #pragma fragmentoption ARB_precision_hint_fastest
- ENDCG
- }
- }
- FallBack Off
- }
- // Modified by stalendp
- // Created by inigo quilez - iq/2013
- // License Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License.
- // A list of usefull distance function to simple primitives, and an example on how to
- // do some interesting boolean operations, repetition and displacement.
- //
- // More info here: http://www.iquilezles.org/www/articles/distfunctions/distfunctions.htm
- Shader "shaderToy/raymarchingPrimitives" {
- Properties {
- _NoiseTex("noise", 2D) = "bump" {}
- }
- CGINCLUDE
- #include "UnityCG.cginc"
- #pragma target 3.0
- #pragma glsl
- float sdPlane( float3 p )
- {
- return p.y;
- }
- float sdSphere( float3 p, float s )
- {
- return length(p)-s;
- }
- float sdBox( float3 p, float3 b )
- {
- float3 d = abs(p) - b;
- return min(max(d.x,max(d.y,d.z)),0.0) +
- length(max(d,0.0));
- }
- float udRoundBox( float3 p, float3 b, float r )
- {
- return length(max(abs(p)-b,0.0))-r;
- }
- float sdTorus( float3 p, float3 t )
- {
- float2 q = float2(length(p.xz)-t.x,p.y);
- return length(q)-t.y;
- }
- float sdHexPrism( float3 p, float2 h )
- {
- float3 q = abs(p);
- return max(q.z-h.y,max(q.x+q.y*0.57735,q.y*1.1547)-h.x);
- }
- float sdCapsule( float3 p, float3 a, float3 b, float r )
- {
- float3 pa = p - a;
- float3 ba = b - a;
- float h = clamp( dot(pa,ba)/dot(ba,ba), 0.0, 1.0 );
- return length( pa - ba*h ) - r;
- }
- float sdTriPrism( float3 p, float2 h )
- {
- float3 q = abs(p);
- return max(q.z-h.y,max(q.x*0.866025+p.y*0.5,-p.y)-h.x*0.5);
- }
- float sdCylinder( float3 p, float2 h )
- {
- float2 d = abs(float2(length(p.xz),p.y)) - h;
- return min(max(d.x,d.y),0.0) + length(max(d,0.0));
- }
- float sdCone( in float3 p, in float3 c )
- {
- float2 q = float2( length(p.xz), p.y );
- return max( max( dot(q,c.xy), p.y), -p.y-c.z );
- }
- float length2( float2 p )
- {
- return sqrt( p.x*p.x + p.y*p.y );
- }
- float length6( float2 p )
- {
- p = p*p*p; p = p*p;
- return pow( p.x + p.y, 1.0/6.0 );
- }
- float length8( float2 p )
- {
- p = p*p; p = p*p; p = p*p;
- return pow( p.x + p.y, 1.0/8.0 );
- }
- float sdTorus82( float3 p, float2 t )
- {
- float2 q = float2(length2(p.xz)-t.x,p.y);
- return length8(q)-t.y;
- }
- float sdTorus88( float3 p, float2 t )
- {
- float2 q = float2(length8(p.xz)-t.x,p.y);
- return length8(q)-t.y;
- }
- float sdCylinder6( float3 p, float2 h )
- {
- return max( length6(p.xz)-h.x, abs(p.y)-h.y );
- }
- //----------------------------------------------------------------------
- float opS( float d1, float d2 )
- {
- return max(-d2,d1);
- }
- float2 opU( float2 d1, float2 d2 )
- {
- return (d1.x<d2.x) ? d1 : d2;
- }
- float3 opRep( float3 p, float3 c )
- {
- return fmod(p,c)-0.5*c;
- }
- //float3 opTwist( float3 p )
- //{
- // float c = cos(10.0*p.y+10.0);
- // float s = sin(10.0*p.y+10.0);
- // float2x2 m = float2x2(c,-s,s,c);
- // return float3(m*p.xz,p.y);
- //}
- //----------------------------------------------------------------------
- //
- float2 map( in float3 pos )
- {
- float2 res = opU( float2( sdPlane( pos), 1.0 ),
- float2( sdSphere( pos-float3( 0.0,0.25, 0.0), 0.25 ), 46.9 ) );
- // res = opU( res, float2( sdBox( pos-float3( 1.0,0.25, 0.0), float3(0.25) ), 3.0 ) );
- // res = opU( res, float2( udRoundBox( pos-float3( 1.0,0.25, 1.0), float3(0.15), 0.1 ), 41.0 ) );
- // res = opU( res, float2( sdTorus( pos-float3( 0.0,0.25, 1.0), float2(0.20,0.05) ), 25.0 ) );
- // res = opU( res, float2( sdCapsule( pos,float3(-1.3,0.20,-0.1), float3(-1.0,0.20,0.2), 0.1 ), 31.9 ) );
- // res = opU( res, float2( sdTriPrism( pos-float3(-1.0,0.25,-1.0), float2(0.25,0.05) ),43.5 ) );
- // res = opU( res, float2( sdCylinder( pos-float3( 1.0,0.30,-1.0), float2(0.1,0.2) ), 8.0 ) );
- // res = opU( res, float2( sdCone( pos-float3( 0.0,0.50,-1.0), float3(0.8,0.6,0.3) ), 55.0 ) );
- // res = opU( res, float2( sdTorus82( pos-float3( 0.0,0.25, 2.0), float2(0.20,0.05) ),50.0 ) );
- // res = opU( res, float2( sdTorus88( pos-float3(-1.0,0.25, 2.0), float2(0.20,0.05) ),43.0 ) );
- // res = opU( res, float2( sdCylinder6( pos-float3( 1.0,0.30, 2.0), float2(0.1,0.2) ), 12.0 ) );
- // res = opU( res, float2( sdHexPrism( pos-float3(-1.0,0.20, 1.0), float2(0.25,0.05) ),17.0 ) );
- //#if 1
- // res = opU( res, float2( opS(
- // udRoundBox( pos-float3(-2.0,0.2, 1.0), float3(0.15),0.05),
- // sdSphere( pos-float3(-2.0,0.2, 1.0), 0.25)), 13.0 ) );
- // res = opU( res, float2( opS(
- // sdTorus82( pos-float3(-2.0,0.2, 0.0), float2(0.20,0.1)),
- // sdCylinder( opRep( float3(atan(pos.x+2.0,pos.z)/6.2831 + 0.1*iGlobalTime,
- // pos.y,
- // 0.02+0.5*length(pos-float3(-2.0,0.2, 0.0))),
- // float3(0.05,1.0,0.05)), float2(0.02,0.6))), 51.0 ) );
- // res = opU( res, float2( sdSphere( pos-float3(-2.0,0.25,-1.0), 0.2 ) +
- // 0.03*sin(50.0*pos.x)*sin(50.0*pos.y+8.0*iGlobalTime)*sin(50.0*pos.z),
- // 65.0 ) );
- //
- // res = opU( res, float2( 0.5*sdTorus( opTwist(pos-float3(-2.0,0.25, 2.0)),float2(0.20,0.05)), 46.7 ) );
- //#endif
- return res;
- }
- float2 castRay( in float3 ro, in float3 rd, in float maxd )
- {
- float precis = 0.001;
- float h=precis*2.0;
- float t = 0.0;
- float m = -1.0;
- for( int i=0; i<60; i++ )
- {
- if( abs(h)<precis||t>maxd ) continue;//break;
- t += h;
- float2 res = map( ro+rd*t );
- h = res.x;
- m = res.y;
- }
- if( t>maxd ) m=-1.0;
- return float2( t, m );
- }
- float softshadow( in float3 ro, in float3 rd, in float mint, in float maxt, in float k )
- {
- float res = 1.0;
- float t = mint;
- for( int i=0; i<30; i++ )
- {
- if( t<maxt )
- {
- float h = map( ro + rd*t ).x;
- res = min( res, k*h/t );
- t += 0.02;
- }
- }
- return clamp( res, 0.0, 1.0 );
- }
- float3 calcNormal( in float3 pos )
- {
- float3 eps = float3( 0.001, 0.0, 0.0 );
- float3 nor = float3(
- map(pos+eps.xyy).x - map(pos-eps.xyy).x,
- map(pos+eps.yxy).x - map(pos-eps.yxy).x,
- map(pos+eps.yyx).x - map(pos-eps.yyx).x );
- return normalize(nor);
- }
- float calcAO( in float3 pos, in float3 nor )
- {
- float totao = 0.0;
- float sca = 1.0;
- for( int aoi=0; aoi<5; aoi++ )
- {
- float hr = 0.01 + 0.05*float(aoi);
- float3 aopos = nor * hr + pos;
- float dd = map( aopos ).x;
- totao += -(dd-hr)*sca;
- sca *= 0.75;
- }
- return clamp( 1.0 - 4.0*totao, 0.0, 1.0 );
- }
- float3 render( in float3 ro, in float3 rd )
- {
- float3 col = float3(0.0);
- float2 res = castRay(ro,rd,20.0);
- float t = res.x;
- float m = res.y;
- if( m>-0.5 )
- {
- float3 pos = ro + t*rd;
- float3 nor = calcNormal( pos );
- //col = float3(0.6) + 0.4*sin( float3(0.05,0.08,0.10)*(m-1.0) );
- col = float3(0.6) + 0.4*sin( float3(0.05,0.08,0.10)*(m-1.0) );
- float ao = calcAO( pos, nor );
- float3 lig = normalize( float3(-0.6, 0.7, -0.5) );
- float amb = clamp( 0.5+0.5*nor.y, 0.0, 1.0 );
- float dif = clamp( dot( nor, lig ), 0.0, 1.0 );
- float bac = clamp( dot( nor, normalize(float3(-lig.x,0.0,-lig.z))), 0.0, 1.0 )*clamp( 1.0-pos.y,0.0,1.0);
- float sh = 1.0;
- if( dif>0.02 ) { sh = softshadow( pos, lig, 0.02, 10.0, 7.0 ); dif *= sh; }
- float3 brdf = float3(0.0);
- brdf += 0.20*amb*float3(0.10,0.11,0.13)*ao;
- brdf += 0.20*bac*float3(0.15,0.15,0.15)*ao;
- brdf += 1.20*dif*float3(1.00,0.90,0.70);
- float pp = clamp( dot( reflect(rd,nor), lig ), 0.0, 1.0 );
- float spe = sh*pow(pp,16.0);
- float fre = ao*pow( clamp(1.0+dot(nor,rd),0.0,1.0), 2.0 );
- col = col*brdf + float3(1.0)*col*spe + 0.2*fre*(0.5+0.5*col);
- }
- col *= exp( -0.01*t*t );
- return float3( clamp(col,0.0,1.0) );
- }
- struct v2f {
- half4 pos:SV_POSITION;
- half4 uv : TEXCOORD0;
- };
- v2f vert(appdata_full v) {
- v2f o;
- o.pos = mul (UNITY_MATRIX_MVP, v.vertex);
- return o;
- }
- float4 frag(float4 sp:WPOS) : COLOR0 {
- float2 q = sp.xy/_ScreenParams.xy;
- float2 p = -1.0+2.0*q;
- p.x *= _ScreenParams.x/_ScreenParams.y;
- float2 mo = float2(1)/_ScreenParams.xy;
- //
- float time = 15.0 + _Time.y;
- // camera
- float3 ro = float3( -0.5+3.2*cos(0.1*time + 6.0*mo.x), 1.0 + 2.0*mo.y, 0.5 + 3.2*sin(0.1*time + 6.0*mo.x) );
- float3 ta = float3( -0.5, -0.4, 0.5 );
- // camera tx
- float3 cw = normalize( ta-ro );
- float3 cp = float3( 0.0, 1.0, 0.0 );
- float3 cu = normalize( cross(cw,cp) );
- float3 cv = normalize( cross(cu,cw) );
- float3 rd = normalize( p.x*cu + p.y*cv + 2.5*cw );
- float3 col = render( ro, rd );
- col = sqrt( col );
- return float4( col, 1.0 );
- }
- ENDCG
- SubShader {
- Tags {"Queue" = "Transparent"}
- ZWrite Off
- Blend SrcAlpha OneMinusSrcAlpha
- Pass {
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #pragma fragmentoption ARB_precision_hint_fastest
- ENDCG
- }
- }
- }
- Shader "shaderToy/Interstellar" {
- Properties {
- _NoiseTex("noise", 2D) = "bump" {}
- }
- CGINCLUDE
- #include "UnityCG.cginc"
- #pragma target 3.0
- #pragma glsl
- sampler2D _NoiseTex;
- float3 ToLinear( in float3 col )
- {
- // simulate a monitor, converting colour values into light values
- return pow( col, float3(2.2) );
- }
- float3 ToGamma( in float3 col )
- {
- // convert back into colour values, so the correct light will come out of the monitor
- return pow( col, float3(1.0/2.2) );
- }
- float4 Noise( in float2 x )
- {
- return tex2D( _NoiseTex, (float2(x)+0.5)/256.0 );
- }
- float4 Rand( in int x )
- {
- float2 uv;
- uv.x = (float(x)+0.5)/256.0;
- uv.y = (floor(uv.x)+0.5)/256.0;
- return tex2D( _NoiseTex, uv );
- }
- struct v2f {
- half4 pos:SV_POSITION;
- half4 uv : TEXCOORD0;
- };
- v2f vert(appdata_full v) {
- v2f o;
- o.pos = mul (UNITY_MATRIX_MVP, v.vertex);
- return o;
- }
- float4 frag(float4 sp:WPOS) : COLOR0 {
- float3 ray;
- ray.xy = 2.0*(sp.xy-_ScreenParams.xy*.5)/_ScreenParams.x;
- ray.z = 1.0;
- float offset = _Time.y*.5;
- float speed2 = (cos(offset)+1.0)*8.0;
- float speed = speed2+.1;
- offset += sin(offset)*.96;
- offset *= 2.0;
- float3 col = float3(0);
- float3 stp = ray/max(abs(ray.x),abs(ray.y));
- float3 pos = 2.0*stp+.5;
- float3 c = float3(0);
- for ( int i=0; i < 20; i++ ) {
- float z = Noise(float2(pos.xy)).x;
- z = frac(z-offset);
- float d = 50.0*z-pos.z;
- float w = pow(max(0.0,1.0-10.0*length(frac(pos.xy)-.5)),2.0);
- float3 c = max(float3(0),float3(1.0-abs(d+speed2*.5)/speed,1.0-abs(d)/speed,1.0-abs(d-speed2*.5)/speed));
- col += 1.5*(1.0-z)*c*w;
- pos += stp;
- }
- return float4(ToGamma(col),1.0);
- }
- ENDCG
- SubShader {
- Tags {"Queue" = "Transparent"}
- ZWrite Off
- Blend SrcAlpha OneMinusSrcAlpha
- Pass {
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #pragma fragmentoption ARB_precision_hint_fastest
- ENDCG
- }
- }
- }
- Shader "stalendp/shaderTest02" { //see https://www.shadertoy.com/view/4sj3zy
- Properties {
- _MainTex ("Base (RGB)", 2D) = "white" {}
- }
- SubShader {
- Pass {
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #pragma target 3.0
- #include "UnityCG.cginc"
- sampler2D _MainTex;
- //Variable declarations
- struct myvars {
- float3 bgColor;
- float sphereScale;
- float sphereShine;
- float3 sphereDiff;
- float3 sphereSpec;
- float2 specPoint;
- };
- float4 vert(appdata_base v) : POSITION {
- return mul(UNITY_MATRIX_MVP, v.vertex);
- }
- float4 frag(float4 sp:WPOS): COLOR {
- myvars mv;
- mv.bgColor = float3(0.6, 0.5, 0.6);
- mv.sphereScale = 0.7;
- mv.sphereShine = 0.5;
- mv.sphereDiff = float3(0.5, 0.0, 0.5);
- mv.sphereSpec = float3(1.0, 1.0, 1.0);
- mv.specPoint = float2(0.2, -0.1);
- // creates shader pixel coordinates
- float2 uv = sp.xy/_ScreenParams.xy;
- // sets the position of the camera
- float2 p = uv * 2.5 - float2(1.0, 1.0);
- p.x *= _ScreenParams.x / _ScreenParams.y;
- // Rotates the sphere in a circle
- p.x += cos(-_Time.y) *0.35;
- p.y += sin(-_Time.y) * 0.35;
- // Rotates the specular point with the sphere
- mv.specPoint.x += cos(-_Time.y) * 0.35;
- mv.specPoint.y += sin(-_Time.y) * 0.35;
- //Sets the radius of the sphere to the middle of the screen
- float radius = length(p);//sqrt(dot(p, p));
- float3 col = mv.bgColor;
- //Sets the initial dark shadow around the edge of the sphere
- float f = smoothstep(mv.sphereScale * 0.7, mv.sphereScale, length(p + mv.specPoint));
- col -= lerp(col, float3(0.0,0.0,0.0), f) * 0.2;
- //Only carries out the logic if the radius of the sphere is less than the scale
- if(radius < mv.sphereScale) {
- float3 bg = col;
- //Sets the diffuse colour of the sphere (solid colour)
- col = mv.sphereDiff;
- //Adds smooth dark borders to help achieve 3D look
- f = smoothstep(mv.sphereScale * 0.7, mv.sphereScale, radius);
- col = lerp(col, mv.sphereDiff * 0.45, f);
- //Adds specular glow to help achive 3D look
- f = 1.0 - smoothstep(-0.2, 0.6, length(p - mv.specPoint));
- col += f * mv.sphereShine * mv.sphereSpec;
- //Smoothes the edge of the sphere
- f = smoothstep(mv.sphereScale - 0.01, mv.sphereScale, radius);
- col = lerp(col, bg, f);
- }
- //The final output of the shader logic above
- //gl_FragColor is a vector with 4 paramaters(red, green, blue, alpha)
- //Only 2 need to be used here, as "col" is a vector that already carries r, g, and b values
- return float4(col, 1);
- }
- ENDCG
- }
- }
- FallBack "Diffuse"
- }
- Shader "Custom/shaderTest03" { // https://www.shadertoy.com/view/Xdf3DS
- Properties {
- _MainTex ("Base (RGB)", 2D) = "white" {}
- }
- SubShader {
- Pass {
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #pragma target 3.0
- #include "UnityCG.cginc"
- sampler2D _MainTex;
- struct myvars {
- float k;
- float f;
- float threshold;
- float3 colour;
- float3 normal;
- float3 lightPos;
- float3 lightColour;
- float3 ambient;
- float shinyness;
- float diffuseFactor;
- float4 fragCoord;
- };
- float2 center ( float2 border , float2 _offset , float2 vel, myvars mv) {
- float2 c = _offset + vel * _Time * 0.5;
- c = fmod ( c , 2. - 4. * border );
- if ( c.x > 1. - border.x ) c.x = 2. - c.x - 2. * border.x;
- if ( c.x < border.x ) c.x = 2. * border.x - c.x;
- if ( c.y > 1. - border.y ) c.y = 2. - c.y - 2. * border.y;
- if ( c.y < border.y ) c.y = 2. * border.y - c.y;
- return c;
- }
- float field ( float b, float r , myvars mv) {
- if ( r > b )
- return 0.0;
- if ( r >= b/3.0 ) {
- float rb = 1.0 - r/b;
- return (3.0*mv.k)/2.0 * rb * rb;
- }
- if ( r >= 0.0 && r <= b/3.0 ) {
- return mv.k * ( 1.0 - ( (3.0*r*r)/(b*b) ) );
- }
- return 0.0;
- }
- void circle ( float r , float2 col , float2 _offset , float2 vel, myvars mv ) {
- float2 pos = mv.fragCoord.xy / _ScreenParams.y;
- float aspect = _ScreenParams.x / _ScreenParams.y;
- float2 c = center ( float2 ( r / aspect , r ) , _offset , vel, mv);
- c.x *= aspect;
- float d = distance ( pos , c );
- float thisField = field (r, d, mv);
- mv.f += thisField;
- mv.colour += float3(col, 0) * thisField;
- mv.normal += normalize(float3(pos.x-c.x, pos.y-c.y,r))*thisField;
- }
- float4 vert(appdata_base v) : POSITION {
- return mul(UNITY_MATRIX_MVP, v.vertex);
- }
- float4 frag(float4 sp:WPOS): COLOR {
- myvars mv;
- mv.fragCoord = sp;
- mv.k = 100.0;
- mv.f = 0.0;
- mv.threshold = 10.0;
- mv.colour = float3(0.0,0.0,0.0);
- mv.normal = float3(0.0,0.0,0.0);
- mv.lightPos = float3(_ScreenParams.xy,2000.0);
- mv.lightColour = float3(0.9,0.9,1.0);
- mv.ambient = float3(0.1,0.0,0.0);
- mv.shinyness = 20.0;
- mv.diffuseFactor = 0.0006;
- circle ( .10 , float3 ( 0.7 , 0.2 , 0.8 ) , float2 ( .6 ) , float2 ( .30 , .70 ), mv );
- circle ( .09 , float3 ( 0.7 , 0.9 , 0.6 ) , float2 ( .1 ) , float2 ( .02 , .20 ), mv );
- circle ( .12 , float3 ( 0.3 , 0.4 , 0.1 ) , float2 ( .1 ) , float2 ( .10 , .04 ), mv );
- circle ( .15 , float3 ( 0.2 , 0.5 , 0.1 ) , float2 ( .3 ) , float2 ( .10 , .20 ), mv );
- circle ( .20 , float3 ( 0.1 , 0.3 , 0.7 ) , float2 ( .2 ) , float2 ( .40 , .25 ), mv );
- circle ( .30 , float3 ( 0.9 , 0.4 , 0.2 ) , float2 ( .0 ) , float2 ( .15 , .20 ), mv );
- float3 c;
- if (mv.f < mv.threshold)
- c = float3(0.0,0.0,0.0);
- else {
- mv.colour /= mv.f;
- mv.normal = mv.normal/mv.f;
- c = mv.ambient;
- float3 lightDir = mv.lightPos - float3(sp.xy,0.0);
- c += mv.colour * mv.diffuseFactor * max(dot(mv.normal,lightDir), 0.0);
- float3 r = normalize ( reflect ( lightDir, mv.normal ) );
- c += mv.lightColour * pow(max(dot(r,float3(0.0,0.0,-1.0)), 0.0), mv.shinyness);
- }
- return float4(c, 1);
- }
- ENDCG
- }
- }
- }
- Shader "stalendp/shaderTest04" { //see https://www.shadertoy.com/view/Xsf3R8
- Properties {
- _MainTex ("Base (RGB)", 2D) = "white" {}
- }
- SubShader {
- Pass {
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #pragma target 3.0
- #include "UnityCG.cginc"
- sampler2D _MainTex;
- struct Ray {
- float3 org;
- float3 dir;
- };
- float rayPlaneIntersect( Ray ray, float4 plane ) {
- float f = dot( ray.dir, plane.xyz );
- float t = -( dot( ray.org, plane.xyz ) + plane.w );
- t /= f;
- return t;
- }
- float3 shade( float3 pos, float3 nrm, float4 light ) {
- float3 toLight = light.xyz - pos;
- float toLightLen = length( toLight );
- toLight = normalize( toLight );
- float diff = dot( nrm, toLight );
- float attn = 1.0 - pow( min( 1.0, toLightLen / light.w ), 2.0 );
- float comb = 2.0 * diff * attn;
- return float3( comb, comb, comb );
- }
- float4 vert(appdata_base v) : POSITION {
- return mul(UNITY_MATRIX_MVP, v.vertex);
- }
- float4 frag(float4 sp:WPOS): COLOR {
- // gl_FragCoord: location (0.5, 0.5) is returned
- // for the lower-left-most pixel in a window
- // XY of the normalized device coordinate
- // ranged from [-1, 1]
- float2 ndcXY = -1.0 + 2.0 * sp.xy / _ScreenParams.xy;
- // aspect ratio
- float aspectRatio = _ScreenParams.x / _ScreenParams.y;
- // scaled XY which fits the aspect ratio
- float2 scaledXY = ndcXY * float2( aspectRatio, 1.0 );
- // camera XYZ in world space
- float3 camWsXYZ = float3( 0.0, 1.0, 0.0 );
- camWsXYZ.z += 10.0 * cos( _Time.y );
- // construct the ray in world space
- Ray ray;
- ray.org = camWsXYZ;
- ray.dir = float3( scaledXY, -2.0 ); // OpenGL is right handed
- // define the plane in world space
- float4 plane = float4( 0.0, 1.0, 0.0, 0.0 );
- float t = rayPlaneIntersect( ray, plane );
- // define the point light in world space (XYZ, range)
- float4 lightWs = float4( 0.0, 5.0, -5.0, 10.0 );
- if ( t >= 0.0 )
- {
- float3 sceneWsPos = ray.org + t * ray.dir;
- float3 sceneWsNrm = plane.xyz;
- float2 sceneUV = sceneWsPos.xz / 4.0;
- float4 sceneBase = tex2D( _MainTex, sceneUV );
- float3 sceneShade = shade( sceneWsPos, sceneWsNrm, lightWs );
- return float4( sceneShade * sceneBase.xyz, 1.0 );
- }
- return float4( 0.0, 0.0, 0.0, 1.0 );
- }
- ENDCG
- }
- }
- FallBack "Diffuse"
- }
- Shader "stalendp/shaderTest04" { //see https://www.shadertoy.com/view/MdB3Dw
- Properties {
- _MainTex ("Base (RGB)", 2D) = "white" {}
- }
- SubShader {
- Pass {
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #pragma target 3.0
- #include "UnityCG.cginc"
- #define USE_ANALYTICAL_MBLUR
- sampler2D _MainTex;
- // intersect a MOVING sphere
- float2 iSphere( in float3 ro, in float3 rd, in float4 sp, in float3 ve, out float3 nor )
- {
- float t = -1.0;
- float s = 0.0;
- nor = float3(0.0);
- float3 rc = ro - sp.xyz;
- float A = dot(rc,rd);
- float B = dot(rc,rc) - sp.w*sp.w;
- float C = dot(ve,ve);
- float D = dot(rc,ve);
- float E = dot(rd,ve);
- float aab = A*A - B;
- float eec = E*E - C;
- float aed = A*E - D;
- float k = aed*aed - eec*aab;
- if( k>0.0 )
- {
- k = sqrt(k);
- float hb = (aed - k)/eec;
- float ha = (aed + k)/eec;
- float ta = max( 0.0, ha );
- float tb = min( 1.0, hb );
- if( ta < tb )
- {
- ta = 0.5*(ta+tb);
- t = -(A-E*ta) - sqrt( (A-E*ta)*(A-E*ta) - (B+C*ta*ta-2.0*D*ta) );
- nor = normalize( (ro+rd*t) - (sp.xyz+ta*ve ) );
- s = 2.0*(tb - ta);
- }
- }
- return float2(t,s);
- }
- // intersect a STATIC sphere
- float iSphere( in float3 ro, in float3 rd, in float4 sp, out float3 nor )
- {
- float t = -1.0;
- nor = float3(0.0);
- float3 rc = ro - sp.xyz;
- float b = dot(rc,rd);
- float c = dot(rc,rc) - sp.w*sp.w;
- float k = b*b - c;
- if( k>0.0 )
- {
- t = -b - sqrt(k);
- nor = normalize( (ro+rd*t) - sp.xyz );
- }
- return t;
- }
- float3 getPosition( float time ) { return float3( 2.5*sin(8.0*time), 0.0, 1.0*cos(8.0*time) ); }
- float3 getVelocity( float time ) { return float3( 8.0*2.5*cos(8.0*time), 0.0, -8.0*1.0*sin(8.0*time) ); }
- float4 vert(appdata_base v) : POSITION {
- return mul(UNITY_MATRIX_MVP, v.vertex);
- }
- float4 frag(float4 sp:WPOS): COLOR {
- float2 q = sp.xy / _ScreenParams.xy;
- float2 p = -1.0 + 2.0*q;
- p.x *= _ScreenParams.x/_ScreenParams.y;
- // camera
- float3 ro = float3(0.0,0.0,4.0);
- float3 rd = normalize( float3(p.xy,-2.0) );
- // sphere
- // render
- float3 col = float3(0.0);
- #ifdef USE_ANALYTICAL_MBLUR
- //---------------------------------------------------
- // render with analytical motion blur
- //---------------------------------------------------
- float3 ce = getPosition( _Time.y );
- float3 ve = getVelocity( _Time.y );
- col = float3(0.25) + 0.3*rd.y;
- float3 nor = float3(0.0);
- float3 tot = float3(0.25) + 0.3*rd.y;
- float2 res = iSphere( ro, rd, float4(ce,1.0), ve/24.0, nor );
- float t = res.x;
- if( t>0.0 )
- {
- float dif = clamp( dot(nor,float3(0.5703)), 0.0, 1.0 );
- float amb = 0.5 + 0.5*nor.y;
- float3 lcol = dif*float3(1.0,0.9,0.3) + amb*float3(0.1,0.2,0.3);
- col = lerp( tot, lcol, res.y );
- }
- #else
- //---------------------------------------------------
- // render with brute force sampled motion blur
- //---------------------------------------------------
- #define NUMSAMPLES 32
- float3 tot = float3(0.0);
- for( int i=0; i<NUMSAMPLES; i++ )
- {
- float fi = float(i)/float(NUMSAMPLES);
- float3 ce = getPosition( _Time.y + fi/24.0 );
- float3 nor = float3(0.0);
- float3 tmp = float3(0.25) + 0.3*rd.y;
- float t = iSphere( ro, rd, float4(ce,1.0), nor );
- if( t>0.0 )
- {
- float dif = clamp( dot(nor,float3(0.5703)), 0.0, 1.0 );
- float amb = 0.5 + 0.5*nor.y;
- tmp = dif*float3(1.0,0.9,0.3) + amb*float3(0.1,0.2,0.3);
- }
- col += tmp;
- }
- col /= float(NUMSAMPLES);
- #endif
- col = pow( clamp(col,0.0,1.0), float3(0.45) );
- return float4( col, 1.0 );
- }
- ENDCG
- }
- }
- FallBack "Diffuse"
- }
- Shader "stalendp/shaderTest05" { //see https://www.shadertoy.com/view/XsB3DW
- Properties {
- _MainTex ("Base (RGB)", 2D) = "white" {}
- _CubeDiffuse ("Cubemap Diffuse Map", CUBE) = "" {}
- vv1("vv1", float) = -1.0
- vv2("vv2", float) = 2.0
- }
- SubShader {
- Pass {
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #pragma target 3.0
- //下面防止编译错误:instruction limit of 1024 exceed;
- #pragma glsl
- #include "UnityCG.cginc"
- #define MAX_STEPS 64
- #define MAX_REFLECTIONS 4
- #define PI 3.1415926536
- sampler2D _MainTex;
- samplerCUBE _CubeDiffuse;
- float vv1, vv2;
- struct Ray {
- float3 o;
- float3 d;
- };
- struct Sphere {
- float3 o;
- float r;
- };
- struct Box {
- float3 o;
- float3 s;
- };
- struct Torus {
- float3 o;
- float2 s;
- };
- float2 rotate2d(in float2 v, in float a) {
- float sinA = sin(a);
- float cosA = cos(a);
- return float2(v.x * cosA - v.y * sinA, v.y * cosA + v.x * sinA);
- }
- float sdSphere(in float3 p, in Sphere s) {
- return length(p-s.o)-s.r;
- }
- float sdBox(in float3 p, in Box b) {
- float3 d = abs(p-b.o) - b.s;
- return min(max(d.x,max(d.y,d.z)),0.0) +
- length(max(d,0.0));
- }
- float sdTorus(in float3 p, in Torus t) {
- p -= t.o;
- float2 q = float2(length(p.xz)-t.s.x,p.y);
- return length(q)-t.s.y;
- }
- float world(in float3 p) {
- float ti = fmod(_Time.y,10.);
- if(ti > 2.) {
- Sphere s0 = Sphere(float3(0),1.);
- Box b0 = Box(float3(0),float3(.8));
- if(ti < 4.) {
- return max(-sdSphere(p,s0),sdBox(p,b0));
- } else if(ti < 6.) {
- return min(sdSphere(p,s0),sdBox(p,b0));
- } else if(ti < 8.) {
- return max(sdSphere(p,s0),sdBox(p,b0));
- } else {
- return max(sdSphere(p,s0),-sdBox(p,b0));
- }
- } else {
- float3 pr = p.xzy;
- return sdTorus(pr, Torus(float3(0),float2(1.,.5)));
- }
- }
- float3 getNormal(in float3 p) {
- float3 d = float3(.005,0,0);
- float3 n;
- n.x = world(p+d.xyy);
- n.y = world(p+d.yxy);
- n.z = world(p+d.yyx);
- return normalize(n);
- }
- bool march(in Ray r, out float3 p) {
- p = r.o;
- float d;
- for(int i = 0; i < MAX_STEPS; i++) {
- d = world(p);
- p += r.d*d;
- }
- return d<=0.01;
- }
- float3 colorMarch(in Ray r) {
- float3 p;
- float3 col = float3(0);
- for(int i = 0; i < MAX_REFLECTIONS; i++) {
- if(march(r,p)) {
- float3 ldir = normalize(float3(1,-1,.5));
- float3 n = getNormal(p);
- col += float3(dot(n,-ldir))*.25;
- r = Ray(p,reflect(r.d,n));
- r.o += r.d*0.2;
- } else {
- break;
- }
- }
- col += texCUBE(_CubeDiffuse, r.d).rgb;
- return col;
- }
- float4 vert(appdata_base v) : POSITION {
- return mul(UNITY_MATRIX_MVP, v.vertex);
- }
- float4 frag(float4 sp:WPOS): COLOR {
- float2 uv = 2.*sp.xy/_ScreenParams.xy-1.;
- uv.x *= _ScreenParams.x/_ScreenParams.y;
- Ray r = Ray(float3(0,0,-2),normalize(float3(uv,1)));
- r.o.xz = rotate2d(r.o.xz,_Time.y*.5);
- r.d.xz = rotate2d(r.d.xz,_Time.y*.5);
- float3 cc =colorMarch(r);
- return float4( cc, 1.0 );
- }
- ENDCG
- }
- }
- FallBack "Diffuse"
- }
- Shader "stalendp/myShaderWang" {
- Properties {
- _MainTex ("Base (RGB)", 2D) = "white" {}
- wangTex("wang texture", 2D) = "white" {}
- disHeight ("texture height", float) = 0.0
- }
- SubShader {
- Tags {"Queue" = "Transparent"}
- Pass{
- Cull Off
- Cull Back // now render the front faces ZWrite Off // don't write to depth buffer
- // in order not to occlude other objects
- Blend SrcAlpha OneMinusSrcAlpha
- // blend based on the fragment's alpha value
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- uniform sampler2D _MainTex;
- uniform sampler2D wangTex;
- uniform float disHeight;
- struct vertexInput {
- float4 vertex : POSITION;
- float4 texcoord : TEXCOORD0;
- };
- struct vertexOutput {
- float4 pos : SV_POSITION;
- float4 position_in_world_space : TEXCOORD1;
- float4 tex : TEXCOORD0;
- float4 sp:WPOS;
- };
- vertexOutput vert(vertexInput input) {
- vertexOutput output;
- output.pos = mul(UNITY_MATRIX_MVP, input.vertex);
- output.position_in_world_space = mul(_Object2World, input.vertex);
- output.tex = input.texcoord;
- return output;
- }
- float4 frag(vertexOutput input) : COLOR {
- //https://www.shadertoy.com/view/4dsGzH
- float3 COLOR1 = float3(0.0, 0.0, 0.3);
- float3 COLOR2 = float3(0.5, 0.0, 0.0);
- float BLOCK_WIDTH = 0.01;
- float2 uv = float2(input.tex);
- // To create the BG pattern
- float3 final_color = float3(1.0);
- float3 bg_color = float3(0.0);
- float3 wave_color = float3(0.0);
- float c1 = fmod(uv.x, 2.0 * BLOCK_WIDTH);
- c1 = step(BLOCK_WIDTH, c1);
- float c2 = fmod(uv.y, 2.0 * BLOCK_WIDTH);
- c2 = step(BLOCK_WIDTH, c2);
- bg_color = lerp(uv.x * COLOR1, uv.y * COLOR2, c1 * c2);
- // To create the waves
- float wave_width = 0.01;
- uv = -1.0 + 2.0 * uv;
- uv.y += 0.1;
- for(float i = 0.0; i < 1.0; i++) {
- uv.y += (0.07 * sin(uv.x + i/7.0 + _Time.y ));
- wave_width = abs(1.0 / (150.0 * uv.y));
- wave_color += float3(wave_width * 1.9, wave_width, wave_width * 1.5);
- }
- final_color = bg_color + wave_color;
- float pos = input.position_in_world_space.y;
- float p1 = saturate((pos - disHeight)*3);
- float p2 = saturate((pos - disHeight - 0.5)*3);
- float4 non = float4(0.0);
- float4 skin = tex2D(_MainTex, float2(input.tex));
- float4 wang = tex2D(wangTex, float2(input.tex));
- float4 final = lerp(lerp(skin, wang, p1), non, p2);
- return final + float4(final_color, 1.0);
- }
- ENDCG
- }
- }
- FallBack "Diffuse"
- }
CGINCLUDE的使用
- Shader "Self-Illumin/AngryBots/InterlacePatternAdditive" {
- Properties {
- _MainTex ("Base", 2D) = "white" {}
- _TintColor ("TintColor", Color) = (1,1,1,1) // needed simply for shader replacement
- _InterlacePattern ("InterlacePattern", 2D) = "white" {}
- _Illum ("_Illum", 2D) = "white" {}
- _EmissionLM ("Emission (Lightmapper)", Float) = 1.0
- }
- CGINCLUDE
- #include "UnityCG.cginc"
- sampler2D _MainTex;
- sampler2D _InterlacePattern;
- half4 _InterlacePattern_ST;
- fixed4 _TintColor;
- struct v2f {
- half4 pos : SV_POSITION;
- half2 uv : TEXCOORD0;
- half2 uv2 : TEXCOORD1;
- };
- v2f vert(appdata_full v)
- {
- v2f o;
- o.pos = mul (UNITY_MATRIX_MVP, v.vertex);
- o.uv.xy = v.texcoord.xy;
- o.uv2.xy = TRANSFORM_TEX(v.texcoord.xy, _InterlacePattern) + _Time.xx * _InterlacePattern_ST.zw;
- return o;
- }
- fixed4 frag( v2f i ) : COLOR
- {
- fixed4 colorTex = tex2D (_MainTex, i.uv);
- fixed4 interlace = tex2D (_InterlacePattern, i.uv2);
- colorTex *= interlace;
- return colorTex;
- }
- ENDCG
- SubShader {
- Tags {"RenderType" = "Transparent" "Queue" = "Transparent" "Reflection" = "RenderReflectionTransparentAdd" }
- Cull Off
- ZWrite Off
- Blend One One
- Pass {
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #pragma fragmentoption ARB_precision_hint_fastest
- ENDCG
- }
- }
- FallBack Off
- }