这篇博客记录一下常用的几种效果:内发光、外发光以及描边的几种实现方法
内发光
实现方法
一般实现方法就是使用Empricial菲涅尔近似公式来实现:
F (v,n)=saturate(base + pow(scale * (1 - v·n), power))
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base为基础反射率,scale为菲涅尔效应强弱,power为菲涅尔效应作用角度范围大小(即power越大,反射率会在越小的范围内迅速变为1)
在计算菲涅尔效应时,使用F对反射和基础颜色值进行插值混合,在这里计算内发光,就对发光颜色和基础颜色进行插值混合。
half shine = max(pow(1-dot(normal, viewDir), _ShinePower * 10), 0.001) * _ShineScale;
col.rgb = lerp(col.rgb, _ShineColor.rgb, shine);
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内发光
实现代码
Shader “Custom/Effect/Shine_Out”
{
Properties
{
_Color (“Main Color”, Color) = (1,1,1,1)
_ShineColor (“Shine Color”, Color) = (1,1,1,1)
_ShineScale (“Shine Scale”, Range(0, 1)) = 0.5
_ShinePower (“Shine Power”, Range(0, 1)) = 0.5
}
SubShader
{
Tags { “Queue”=“Transparent” }
LOD 200
Pass
{
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "Lighting.cginc"
half4 _Color;
half4 _ShineColor;
float _ShineScale;
float _ShinePower;
struct a2v
{
float4 vertex : POSITION;
float3 normal : NORMAL;
};
struct v2f
{
float4 pos : SV_POSITION;
float3 normal : TEXCOORD0;
float3 worldPos : TEXCOORD1;
};
v2f vert (a2v v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.normal = UnityObjectToWorldNormal(v.normal);
o.worldPos = mul(unity_ObjectToWorld, v.vertex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
half3 normal = normalize(i.normal);
half3 viewDir = normalize(UnityWorldSpaceViewDir(i.worldPos));
half3 lightDir = normalize(UnityWorldSpaceLightDir(i.worldPos));
fixed4 col = fixed4(0,0,0,1);
col.rgb = _LightColor0.rgb * _Color.rgb * (dot(lightDir, normal)*0.5+0.5);
half shine = max(pow(1-dot(normal, viewDir), _ShinePower * 10), 0.001) * _ShineScale;
col.rgb = lerp(col.rgb, _ShineColor.rgb, shine);
return col;
}
ENDCG
}
}
}
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描边
内发光方法实现
沿用上文写的内发光实现方法,仅在内发光的值上做mask或者数值限制。这里仅使用step做限制,需要更风格化的效果需要制作mask做描边的限制。
half shine = max(pow(1-dot(normal, viewDir), _ShinePower * 10), 0.001) * _ShineScale;
shine = step(_Threshold, shine);
col.rgb = lerp(col.rgb, _ShineColor.rgb, shine);
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阈值为新增变量,当内发光的渐变范围值大于阈值时,显示为描边颜色,小于阈值则显示为原颜色
为了显示清楚描边,图中去掉了原本的光照计算
描边
优点
实现简单,可以在一个Pass里实现,性能消耗小
缺点
只能向内描边,且描边宽度受视角与法线方向影响,不易控制
沿法线外扩背面方法实现
这种方法比较常用,用两个Pass实现,一个Pass只渲染背面,且把物体背面沿法线方向向外扩张,第二个Pass正常渲染物体。
v2f vert (appdata v)
{
v2f o;
float4 viewPos = float4(UnityObjectToViewPos(v.vertex), 1.0);
float3 viewNormal = mul(UNITY_MATRIX_IT_MV, v.normal);
viewNormal.z = -0.5;//防止内凹模型背面扩张后遮挡正面
float3 normal = normalize(viewNormal);
viewPos += float4(normal, 1.0) * _OutlineWidth;
o.pos = mul(UNITY_MATRIX_P, viewPos);
o.worldPos = mul(unity_ObjectToWorld, v.vertex);
o.normal = UnityObjectToWorldNormal(v.normal);
return o;
}
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效果图如下
描边
优点
实现简单,大部分模型的描边效果都很不错
缺点
对于例如正方体这样平整且转折锐利的物体无法使用
多使用了一个Pass,渲染性能消耗提高了不少
全部代码如下
Shader “Custom/Effect/Outline”
{
Properties
{
_Color (“Main Color”, Color) = (1,1,1,1)
[HDR]_OutlineColor (“Outline Color”, Color) = (1,1,1,1)
_OutlineWidth (“Outline Width”, Range(0, 2)) = 1
}
SubShader
{
Tags { “Queue”=“Transparent” }
LOD 200
Pass
{
Cull Front
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float3 normal : NORMAL;
};
struct v2f
{
float4 pos : SV_POSITION;
};
half4 _OutlineColor;
float _OutlineWidth;
v2f vert (appdata v)
{
v2f o;
float4 viewPos = float4(UnityObjectToViewPos(v.vertex), 1.0);
float3 viewNormal = mul(UNITY_MATRIX_IT_MV, v.normal);
viewNormal.z = -0.5;
float3 normal = normalize(viewNormal);
viewPos += float4(normal, 1.0) * _OutlineWidth;
o.pos = mul(UNITY_MATRIX_P, viewPos);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
return _OutlineColor;
}
ENDCG
}
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
};
struct v2f
{
float4 pos : SV_POSITION;
};
half4 _Color;
v2f vert (appdata v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed4 col = _Color;
return col;
}
ENDCG
}
}
}
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图像处理方法实现
基于后处理图像处理的边缘检测方法:常用的一般是Sobel算子和Roberts算子,边缘处的梯度绝对值会较大,也就是计算每个像素的梯度,并用梯度对初始颜色和描边颜色进行插值,也就完成了描边的操作。
half Sobel(v2f i)
{
const half Gx[9] = { -1,-2,-1,
0, 0, 0,
1, 2, 1 };
const half Gy[9] = { -1, 0, 1,
-2, 0, 2,
-1, 0, 1 };
half texColor;
half edgeX = 0;
half edgeY = 0;
for (int it = 0; it < 9; it++)
{
texColor = luminance(tex2D(_MainTex, i.uv[it]));
edgeX += texColor * Gx[it];
edgeY += texColor * Gy[it];
}
half edge = lerp(0, abs(edgeX) + abs(edgeY), _EdgeWidth);
return edge;
}
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效果如下
描边
优点
适用于任何模型
不用增加一个Pass的渲染性能消耗
缺点
增加了后处理的性能消耗
无法单独对一个物体进行描边
一些变化很小的变换难以检测
全部代码如下
Shader “Custom/Postprocess/EdgeDetection”
{
Properties
{
_MainTex (“Texture”, 2D) = “white” {}
_EdgeColor (“EdgeColor”, Color) = (1,0,0,1)
_BackgroundColor (“BackgroundColor”, Color) = (1,1,1,1)
_EdgeOnly (“Edge Only”, Range(0,1)) = 0.5
_EdgeWidth (“Edge Width”, Range(0,1)) = 1
}
SubShader
{
Pass
{
ZTest Always Cull Off ZWrite Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct v2f
{
float4 vertex : SV_POSITION;
half2 uv[9] : TEXCOORD0;
};
sampler2D _MainTex;
float2 _MainTex_TexelSize;
fixed4 _EdgeColor;
fixed4 _BackgroundColor;
fixed _EdgeOnly;
fixed _EdgeWidth;
v2f vert (appdata_img v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
half2 uv = v.texcoord;
o.uv[0] = uv + half2(_MainTex_TexelSize.x *-1, _MainTex_TexelSize.y *-1);
o.uv[1] = uv + half2(_MainTex_TexelSize.x * 0, _MainTex_TexelSize.y *-1);
o.uv[2] = uv + half2(_MainTex_TexelSize.x * 1, _MainTex_TexelSize.y *-1);
o.uv[3] = uv + half2(_MainTex_TexelSize.x *-1, _MainTex_TexelSize.y * 0);
o.uv[4] = uv + half2(_MainTex_TexelSize.x * 0, _MainTex_TexelSize.y * 0);
o.uv[5] = uv + half2(_MainTex_TexelSize.x * 1, _MainTex_TexelSize.y * 0);
o.uv[6] = uv + half2(_MainTex_TexelSize.x *-1, _MainTex_TexelSize.y * 1);
o.uv[7] = uv + half2(_MainTex_TexelSize.x * 0, _MainTex_TexelSize.y * 1);
o.uv[8] = uv + half2(_MainTex_TexelSize.x * 1, _MainTex_TexelSize.y * 1);
return o;
}
fixed luminance(fixed4 color)
{
return 0.2125 * color.r + 0.7154 * color.g + 0.0721 * color.b;
}
half Sobel(v2f i)
{
const half Gx[9] = { -1,-2,-1,
0, 0, 0,
1, 2, 1 };
const half Gy[9] = { -1, 0, 1,
-2, 0, 2,
-1, 0, 1 };
half texColor;
half edgeX = 0;
half edgeY = 0;
for (int it = 0; it < 9; it++)
{
texColor = luminance(tex2D(_MainTex, i.uv[it]));
edgeX += texColor * Gx[it];
edgeY += texColor * Gy[it];
}
half edge = lerp(0, abs(edgeX) + abs(edgeY), _EdgeWidth);
return edge;
}
fixed4 frag (v2f i) : SV_Target
{
half edge = Sobel(i);
fixed4 withEdgeColor = lerp(tex2D(_MainTex, i.uv[4]), _EdgeColor, edge);
fixed4 onlyEdgeColor = lerp(_BackgroundColor, _EdgeColor, edge);
half4 col = lerp(withEdgeColor, onlyEdgeColor, _EdgeOnly);
return col;
}
ENDCG
}
}
}
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外发光
Bloom
后处理非常常用的Bloom效果,也是最为常用的外发光渲染方案。
基本思路为,提取图像中的亮部,渲染为RT,再对这张RT进行模糊,最后再把模糊后的亮部RT叠加回原图,就得到了发光物体外一层光晕的效果。
HDR可以让颜色亮度高于1,与Bloom配合可以让暗部不会也随着Bloom效果一起发光,仅仅让亮部有Bloom效果
实现代码有很多,之前的一篇写后处理的博客也有写过,就不贴代码了
效果图
Bloom
沿法线外扩背面方法实现
在上文的沿法线外扩背面实现的描边方法基础上,给背面的alpha像内发光一样,乘以视角与法线点积。不过要稍作改动,让背面从中心向外逐渐透明,模拟光晕的效果。
float ndotv = max(pow(-dot(normal, viewDir),_OutlineFeather), 0.001);
fixed4 col = _OutlineColor;
col.a *= ndotv;
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外发光
注意:
因为是背面的法线,所以点积的范围在[-1,0],要乘以-1让它在0到1之间。
内发光是从中心到边缘逐渐变大,而此处是需要让alpha从中心到边缘逐渐变小,所以之前是1-ndotv,现在直接使用ndotv计算
全部代码如下
Shader “Custom/Effect/Shine_In”
{
Properties
{
_Color (“Main Color”, Color) = (1,1,1,1)
[HDR]_ShineColor (“Shine Color”, Color) = (1,1,1,1)
_ShineWidth (“Shine Width”, Range(0, 2)) = 1
_ShineFeather (“Shine Feather”, Range(0, 10)) = 0
}
SubShader
{
Tags { “Queue”=“Transparent” }
LOD 200
Pass
{
Cull Front
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float3 normal : NORMAL;
};
struct v2f
{
float4 pos : SV_POSITION;
float3 worldPos : TEXCOORD0;
float3 normal : TEXCOORD1;
};
half4 _ShineColor;
float _ShineWidth;
float _ShineFeather;
v2f vert (appdata v)
{
v2f o;
float4 viewPos = float4(UnityObjectToViewPos(v.vertex), 1.0);
float3 viewNormal = mul(UNITY_MATRIX_IT_MV, v.normal);
viewNormal.z = -0.5;
float3 normal = normalize(viewNormal);
viewPos += float4(normal, 1.0) * _ShineWidth;
o.pos = mul(UNITY_MATRIX_P, viewPos);
o.worldPos = mul(unity_ObjectToWorld, v.vertex);
o.normal = UnityObjectToWorldNormal(v.normal);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
float3 normal = normalize(i.normal);
float3 viewDir = normalize(UnityWorldSpaceViewDir(i.worldPos));
float ndotv = max(pow(-dot(normal, viewDir),_ShineFeather), 0.001);
fixed4 col = _ShineColor;
col.a *= ndotv;
return col;
}
ENDCG
}
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
};
struct v2f
{
float4 pos : SV_POSITION;
};
half4 _Color;
v2f vert (appdata v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed4 col = _Color;
return col;
}
ENDCG
}
}
}