Unity Shader学习:皮毛渲染
主要思路:将顶点延法线挤出,一层一层pass往外叠加形成毛发效果。
原文链接:https://blog.csdn.net/qq_24153371/article/details/81742337
噪声图:
cginc部分:
#include "Lighting.cginc"
#include "UnityCG.cginc"
#include "AutoLight.cginc"
float4 _Color;
float4 _Specular;
float _Shininess;
sampler2D _MainTex;
float4 _MainTex_ST;
sampler2D _FurTex;
float4 _FurTex_ST;
float _FurLength;
float _FurDensity;
float _FurThinness;
float _FurShading;
float _RimPower;
struct v2f {
float4 pos:SV_POSITION;
float4 uv:TEXCOORD0;
float3 worldNormal:TEXCOORD1;
float3 worldPos:TEXCOORD2;
};
v2f vert_surface(appdata_base v) {
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv.xy = TRANSFORM_TEX(v.texcoord, _MainTex);
o.worldNormal = UnityObjectToWorldNormal(v.normal);
o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
return o;
}
//lambert+blinn-phone
float4 frag_surface(v2f i) :SV_Target{
float3 worldNormal = normalize(i.worldNormal);
float3 worldLight = normalize(_WorldSpaceLightPos0.xyz);
float3 worldView = normalize(_WorldSpaceCameraPos.xyz - i.worldPos.xyz);
float3 worldHalf = normalize(worldView + worldLight);
float3 albedo = tex2D(_MainTex, i.uv.xy).rgb *_Color;
float3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz * albedo;
float3 diffuse = _LightColor0.rgb*albedo*saturate(dot(worldNormal, worldLight));
float3 specular = _LightColor0.rgb*_Specular.rgb*pow(saturate(dot(worldNormal, worldHalf)), _Shininess);
float3 color = ambient + diffuse + specular;
return float4(color, 1.0);
}
v2f vert_base(appdata_base v) {
v2f o;
//每个pass延法线挤出顶点
float3 P = v.vertex.xyz + v.normal*_FurLength*FURSTEP;
o.pos = UnityObjectToClipPos(float4(P, 1.0));
o.uv.xy = TRANSFORM_TEX(v.texcoord, _MainTex);
o.uv.zw =