unityShader物体表面流光效果

本文转载自http://blog.csdn.net/lyh916/article/details/51831720

参考链接:http://liweizhaolili.blog.163.com/blog/static/162307442012726111843408/


效果图:



1.首先,导入unity自带的模型,如下图,它使用的是StandardSpecular这个shader,具体的实现可以从unity官网中下载看看。它的实现比较复杂,这里我们把它替换为我们自己写的shader,方便我们去控制。对于法线贴图,注意要设置Texture Type为Normal map。


下面这个shader是漫反射+高光+法线贴图:

Shader "Custom/Light"
{
    Properties
    {
        _MainColor ("主颜色", Color) = (0.5, 0.5, 0.5, 1)
        _NormalTex ("法线贴图", 2D) = "white" {}

        _Specular ("高光颜色", Color) = (1, 1, 1, 1)
        _Gloss ("高光系数", Range(8, 256)) = 20
    }
    SubShader
    {
        Tags { "LightMode" = "ForwardBase" }

        Pass
        {
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            #include "UnityCG.cginc"
            #include "Lighting.cginc"

            struct appdata
            {
                float4 vertex : POSITION;
                float2 uv : TEXCOORD0;
                float3 normal : NORMAL;
                float4 tangent : TANGENT;
            };

            struct v2f
            {           
                float4 vertex : SV_POSITION;
                float2 uv : TEXCOORD0;
                float3 lightDir : TEXCOORD1;
                float3 viewDir : TEXCOORD2;
            };

            fixed4 _MainColor;
            sampler2D _NormalTex;
            fixed4 _Specular;
            float _Gloss;

            v2f vert (appdata v)
            {
                v2f o;
                o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
                o.uv = v.uv;

                TANGENT_SPACE_ROTATION;

                //rotation是使模型空间转为切线空间的矩阵
                o.lightDir = mul(rotation, ObjSpaceLightDir(v.vertex)).xyz;
                o.viewDir = mul(rotation, ObjSpaceViewDir(v.vertex)).xyz;

                return o;
            }

            fixed4 frag (v2f i) : SV_Target
            {
                fixed3 tangentLightDir = normalize(i.lightDir);
                fixed3 tangentViewDir = normalize(i.viewDir);

                fixed4 packedNormal = tex2D(_NormalTex, i.uv);
                fixed3 tangentNormal = UnpackNormal(packedNormal);

                //漫反射
                fixed3 diffuse = _LightColor0.rgb * _MainColor.rgb * saturate(dot(tangentNormal, tangentViewDir));
                //Blinn-Phong高光光照模型,相对于普通的Phong高光模型,会更加光
                fixed3 halfDir = normalize(tangentLightDir + tangentViewDir);
                fixed3 specular = _LightColor0.rgb * _Specular.rgb * pow(saturate(dot(tangentNormal, halfDir)), _Gloss);

                return fixed4(diffuse + specular, 1);
            }
            ENDCG
        }
    }
}

两个shader的对比,左边是模型原本的shader,右边是上面的shader。左边的有一种泥瓦的质感,而右边的有一种金属的质感。




2.从效果图中,我们可以发现有边缘光的效果,因此先加上。

Shader "Custom/Light"
{
    Properties
    {
        _MainColor ("主颜色", Color) = (0.5, 0.5, 0.5, 1)
        _NormalTex ("法线贴图", 2D) = "white" {}

        _Specular ("高光颜色", Color) = (1, 1, 1, 1)
        _Gloss ("高光系数", Range(8, 256)) = 20

        _RimColor ("边缘颜色", Color) = (1, 0, 0, 1)
        _RimPower ("边缘颜色强度", Range(0.1, 1)) = 1
    }
    SubShader
    {
        Tags { "LightMode" = "ForwardBase" }

        Pass
        {
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            #include "UnityCG.cginc"
            #include "Lighting.cginc"

            struct appdata
            {
                float4 vertex : POSITION;
                float2 uv : TEXCOORD0;
                float3 normal : NORMAL;
                float4 tangent : TANGENT;
            };

            struct v2f
            {           
                float4 vertex : SV_POSITION;
                float2 uv : TEXCOORD0;
                float3 lightDir : TEXCOORD1;
                float3 viewDir : TEXCOORD2;
            };

            fixed4 _MainColor;
            sampler2D _NormalTex;
            fixed4 _Specular;
            float _Gloss;
            fixed4 _RimColor;
            half _RimPower;

            v2f vert (appdata v)
            {
                v2f o;
                o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
                o.uv = v.uv;

                TANGENT_SPACE_ROTATION;

                //rotation是使模型空间转为切线空间的矩阵
                o.lightDir = mul(rotation, ObjSpaceLightDir(v.vertex)).xyz;
                o.viewDir = mul(rotation, ObjSpaceViewDir(v.vertex)).xyz;

                return o;
            }

            fixed4 frag (v2f i) : SV_Target
            {
                fixed3 tangentLightDir = normalize(i.lightDir);
                fixed3 tangentViewDir = normalize(i.viewDir);

                fixed4 packedNormal = tex2D(_NormalTex, i.uv);
                fixed3 tangentNormal = UnpackNormal(packedNormal);

                //漫反射
                fixed3 diffuse = _LightColor0.rgb * _MainColor.rgb * saturate(dot(tangentNormal, tangentViewDir));
                //Blinn-Phong高光光照模型,相对于普通的Phong高光模型,会更加光
                fixed3 halfDir = normalize(tangentLightDir + tangentViewDir);
                fixed3 specular = _LightColor0.rgb * _Specular.rgb * pow(saturate(dot(tangentNormal, halfDir)), _Gloss);

                //边缘颜色,对于法线和观察方向,只要在同一坐标系下即可
                fixed dotProduct = 1 - saturate(dot(tangentNormal, tangentViewDir));
                fixed3 rim = _RimColor.rgb * pow(dotProduct, 1 / _RimPower);

                return fixed4(diffuse + specular + rim, 1);
            }
            ENDCG
        }
    }
}



3.接着就需要用到遮罩效果,这里我用到了下面这张遮罩图。分析一下我们的效果图,它的边缘光是流动的,对于某一个位置的边缘光,随着时间的变化,它是在有光与无光这两个状态不断变化的,而看一下我们的遮罩图,以y轴方向来说,它也是黑白两种状态的切换,通过对遮罩图的取样,就能对边缘光进行控制了。再说一点,如果我们把遮罩图改为全白的,那么就是我们上方那种效果了,不会发生流动。



Shader "Custom/Light"
{
    Properties
    {
        _MainColor ("主颜色", Color) = (0.5, 0.5, 0.5, 1)
        _NormalTex ("法线贴图", 2D) = "white" {}

        _Specular ("高光颜色", Color) = (1, 1, 1, 1)
        _Gloss ("高光系数", Range(8, 256)) = 20

        _RimColor ("边缘颜色", Color) = (1, 0, 0, 1)
        _RimPower ("边缘颜色强度", Range(0.1, 1)) = 1

        _MaskTex ("光遮罩图", 2D) = "white" {}
        _MoveDir ("边缘光移动方向", Range(-1, 1)) = 1
    }
    SubShader
    {
        Tags { "LightMode" = "ForwardBase" }

        Pass
        {
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            #include "UnityCG.cginc"
            #include "Lighting.cginc"

            struct appdata
            {
                float4 vertex : POSITION;
                float2 uv : TEXCOORD0;
                float3 normal : NORMAL;
                float4 tangent : TANGENT;
            };

            struct v2f
            {           
                float4 vertex : SV_POSITION;
                float2 uv : TEXCOORD0;
                float3 lightDir : TEXCOORD1;
                float3 viewDir : TEXCOORD2;
            };

            fixed4 _MainColor;
            sampler2D _NormalTex;

            fixed4 _Specular;
            float _Gloss;

            fixed4 _RimColor;
            half _RimPower;

            sampler2D _MaskTex;
            fixed _MoveDir;

            v2f vert (appdata v)
            {
                v2f o;
                o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
                o.uv = v.uv;

                TANGENT_SPACE_ROTATION;

                //rotation是使模型空间转为切线空间的矩阵
                o.lightDir = mul(rotation, ObjSpaceLightDir(v.vertex)).xyz;
                o.viewDir = mul(rotation, ObjSpaceViewDir(v.vertex)).xyz;

                return o;
            }

            fixed4 frag (v2f i) : SV_Target
            {
                fixed3 tangentLightDir = normalize(i.lightDir);
                fixed3 tangentViewDir = normalize(i.viewDir);

                fixed4 packedNormal = tex2D(_NormalTex, i.uv);
                fixed3 tangentNormal = UnpackNormal(packedNormal);

                //漫反射
                fixed3 diffuse = _LightColor0.rgb * _MainColor.rgb * saturate(dot(tangentNormal, tangentViewDir));
                //Blinn-Phong高光光照模型,相对于普通的Phong高光模型,会更加光
                fixed3 halfDir = normalize(tangentLightDir + tangentViewDir);
                fixed3 specular = _LightColor0.rgb * _Specular.rgb * pow(saturate(dot(tangentNormal, halfDir)), _Gloss);

                //边缘颜色,对于法线和观察方向,只要在同一坐标系下即可
                fixed dotProduct = 1 - saturate(dot(tangentNormal, tangentViewDir));
                fixed3 rim = _RimColor.rgb * pow(dotProduct, 1 / _RimPower);

                fixed4 maskCol = tex2D(_MaskTex, i.uv + float2(0, _Time.y * _MoveDir));

                return fixed4(diffuse + specular + rim * maskCol.rgb, 1);
            }
            ENDCG
        }
    }
}



这是unitypackage:

http://pan.baidu.com/s/1mh9T1l2

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