一.常用结构
属性
特性
参数类型
Input数据
常用Output数据
常用顶点操作
二.Dota2的角色shader
dota2所有角色贴图下载地址
https://support.steampowered.com/kb/3081-QUXN-6209/dota-2-
2.代码
Shader "Shader/Custom/DOTA"
{
Properties
{
[Header(Texture)]
_MainTex ("RGB:颜色 A:透贴", 2d) = "white"{}
_MaskTex ("R:高光强度 G:边缘光强度 B:高光染色 A:高光次幂", 2d) = "black"{}
_NormTex ("RGB:法线贴图", 2d) = "bump"{}
_MatelnessMask ("金属度遮罩", 2d) = "black"{}
_EmissionMask ("自发光遮罩", 2d) = "black"{}
_DiffWarpTex ("颜色Warp图", 2d) = "gray"{}
_FresWarpTex ("菲涅尔Warp图", 2d) = "gray"{}
_Cubemap ("环境球", cube) = "_Skybox"{}
[Header(DirDiff)]
_LightCol ("光颜色", color) = (1.0, 1.0, 1.0, 1.0)
[Header(DirSpec)]
_SpecPow ("高光次幂", range(0.0, 99.0)) = 5
_SpecInt ("高光强度", range(0.0, 10.0)) = 5
[Header(EnvDiff)]
_EnvCol ("环境光颜色", color) = (1.0, 1.0, 1.0, 1.0)
[Header(EnvSpec)]
_EnvSpecInt ("环境镜面反射强度", range(0.0, 30.0)) = 0.5
[Header(RimLight)]
[HDR]_RimCol ("轮廓光颜色", color) = (1.0, 1.0, 1.0, 1.0)
[Header(Emission)]
_EmitInt ("自发光强度", range(0.0, 10.0)) = 1.0
[HideInInspector]
_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5
[HideInInspector]
_Color ("Main Color", Color) = (1.0, 1.0, 1.0, 1.0)
}
SubShader
{
Tags { "RenderType"="Opaque" }
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
// 追加投影相关包含文件
#include "AutoLight.cginc"
#include "Lighting.cginc"
// 输入结构
// Texture
uniform sampler2D _MainTex;
uniform sampler2D _MaskTex;
uniform sampler2D _NormTex;
uniform sampler2D _MatelnessMask;
uniform sampler2D _EmissionMask;
uniform sampler2D _DiffWarpTex;
uniform sampler2D _FresWarpTex;
uniform samplerCUBE _Cubemap;
// DirDiff
uniform half3 _LightCol;
// DirSpec
uniform half _SpecPow;
uniform half _SpecInt;
// EnvDiff
uniform half3 _EnvCol;
// EnvSpec
uniform half _EnvSpecInt;
// RimLight
uniform half3 _RimCol;
// Emission
uniform half _EmitInt;
// Other
uniform half _Cutoff;
struct appdata
{
float4 vertex : POSITION; // 顶点信息
float2 uv0 : TEXCOORD0; // UV信息
float4 normal : NORMAL; // 法线信息
float4 tangent : TANGENT; // 切线信息
};
// 输出结构
struct v2f
{
float4 pos : SV_POSITION; // 屏幕顶点位置
float2 uv0 : TEXCOORD0; // UV0
float4 posWS : TEXCOORD1; // 世界空间顶点位置
float3 nDirWS : TEXCOORD2; // 世界空间法线方向
float3 tDirWS : TEXCOORD3; // 世界空间切线方向
float3 bDirWS : TEXCOORD4; // 世界空间副切线方向
LIGHTING_COORDS(5, 6) // 投影相关
};
// 输入结构>>>顶点Shader>>>输出结构
v2f vert (appdata v)
{
v2f o;// 新建一个输出结构
o.pos = UnityObjectToClipPos(v.vertex); // 顶点位置 OS>CS
o.uv0 = v.uv0; // 传递UV
o.posWS = mul(unity_ObjectToWorld, v.vertex); // 顶点位置 OS>WS
o.nDirWS = UnityObjectToWorldNormal(v.normal); // 法线方向 OS>WS
o.tDirWS = normalize(mul(unity_ObjectToWorld, float4(v.tangent.xyz, 0.0)).xyz); // 切线方向 OS>WS
o.bDirWS = normalize(cross(o.nDirWS, o.tDirWS) * v.tangent.w); // 副切线方向
TRANSFER_VERTEX_TO_FRAGMENT(o) // 投影相关
return o;
}
// 输出结构>>>像素
fixed4 frag (v2f i) : SV_Target
{
// 准备向量
half3 nDirTS = UnpackNormal(tex2D(_NormTex, i.uv0));
half3x3 TBN = half3x3(i.tDirWS, i.bDirWS, i.nDirWS);
half3 nDirWS = normalize(mul(nDirTS, TBN));
half3 vDirWS = normalize(_WorldSpaceCameraPos.xyz - i.posWS);
half3 vrDirWS = reflect(-vDirWS, nDirWS);
half3 lDirWS = _WorldSpaceLightPos0.xyz;
half3 lrDirWS = reflect(-lDirWS, nDirWS);
// 中间量准备
half ndotl = dot(nDirWS, lDirWS);
half ndotv = dot(nDirWS, vDirWS);
half vdotr = dot(vDirWS, lrDirWS);
// 采样纹理
half4 var_MainTex = tex2D(_MainTex, i.uv0);
half4 var_MaskTex = tex2D(_MaskTex, i.uv0);
half var_MatelnessMask = tex2D(_MatelnessMask, i.uv0).r;
half var_EmissionMask = tex2D(_EmissionMask, i.uv0).r;
half3 var_FresWarpTex = tex2D(_FresWarpTex, ndotv);
half3 var_Cubemap = texCUBElod(_Cubemap, float4(vrDirWS, lerp(8.0, 0.0, var_MaskTex.a))).rgb;
// 提取信息
half3 baseCol = var_MainTex.rgb;
half opacity = var_MainTex.a;
half specInt = var_MaskTex.r;
half rimInt = var_MaskTex.g;
half specTint = var_MaskTex.b;
half specPow = var_MaskTex.a;
half matellic = var_MatelnessMask;
half emitInt = var_EmissionMask;
half3 envCube = var_Cubemap;
half shadow = LIGHT_ATTENUATION(i);
// 光照模型
// 漫反射颜色 镜面反射颜色
half3 diffCol = lerp(baseCol, half3(0.0, 0.0, 0.0), matellic);
half3 specCol = lerp(baseCol, half3(0.3, 0.3, 0.3), specTint) * specInt;
// 菲涅尔
half3 fresnel = lerp(var_FresWarpTex, 0.0, matellic);
half fresnelCol = fresnel.r; // 无实际用途
half fresnelRim = fresnel.g;
half fresnelSpec = fresnel.b;
// 光源漫反射
half halfLambert = ndotl * 0.5 + 0.5;
half3 var_DiffWarpTex = tex2D(_DiffWarpTex, half2(halfLambert, 0.2));
half3 dirDiff = diffCol * var_DiffWarpTex * _LightCol;
// 光源镜面反射
half phong = pow(max(0.0, vdotr), specPow * _SpecPow);
half spec = phong * max(0.0, ndotl);
spec = max(spec, fresnelSpec);
spec = spec * _SpecInt;
half3 dirSpec = specCol * spec * _LightCol;
// 环境漫反射
half3 envDiff = diffCol * _EnvCol;
// 环境镜面反射
half reflectInt = max(fresnelSpec, matellic) * specInt;
half3 envSpec = specCol * reflectInt * envCube * _EnvSpecInt;
// 轮廓光
half3 rimLight = _RimCol * fresnelRim * rimInt * max(0.0, nDirWS.g);
// 自发光
half3 emission = diffCol * emitInt * _EmitInt;
// 混合
half3 finalRGB = (dirDiff + dirSpec) * shadow + envDiff + envSpec + rimLight + emission;
// 透明剪切
clip(opacity - _Cutoff);
// 返回值
return float4(finalRGB, 1.0);
}
ENDCG
}
}
}