14.非真实渲染(NPR)
14.1 卡通风格的渲染
// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Unity Shaders Book/Chapter 14/Toon Shading" {
Properties {
_Color ("Color Tint", Color) = (1, 1, 1, 1)
_MainTex ("Main Tex", 2D) = "white" {}
_Ramp ("Ramp Texture", 2D) = "white" {}
_Outline ("Outline", Range(0, 1)) = 0.1
_OutlineColor ("Outline Color", Color) = (0, 0, 0, 1)
_Specular ("Specular", Color) = (1, 1, 1, 1)
_SpecularScale ("Specular Scale", Range(0, 0.1)) = 0.01
}
SubShader {
Tags { "RenderType"="Opaque" "Queue"="Geometry"}
Pass {
NAME "OUTLINE"
Cull Front
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
float _Outline;
fixed4 _OutlineColor;
struct a2v {
float4 vertex : POSITION;
float3 normal : NORMAL;
};
struct v2f {
float4 pos : SV_POSITION;
};
v2f vert (a2v v) {
v2f o;
float4 pos = mul(UNITY_MATRIX_MV, v.vertex);
float3 normal = mul((float3x3)UNITY_MATRIX_IT_MV, v.normal);
normal.z = -0.5;
pos = pos + float4(normalize(normal), 0) * _Outline;
o.pos = mul(UNITY_MATRIX_P, pos);
return o;
}
float4 frag(v2f i) : SV_Target {
return float4(_OutlineColor.rgb, 1);
}
ENDCG
}
Pass {
Tags { "LightMode"="ForwardBase" }
Cull Back
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_fwdbase
#include "UnityCG.cginc"
#include "Lighting.cginc"
#include "AutoLight.cginc"
#include "UnityShaderVariables.cginc"
fixed4 _Color;
sampler2D _MainTex;
float4 _MainTex_ST;
sampler2D _Ramp;
fixed4 _Specular;
fixed _SpecularScale;
struct a2v {
float4 vertex : POSITION;
float3 normal : NORMAL;
float4 texcoord : TEXCOORD0;
float4 tangent : TANGENT;
};
struct v2f {
float4 pos : POSITION;
float2 uv : TEXCOORD0;
float3 worldNormal : TEXCOORD1;
float3 worldPos : TEXCOORD2;
SHADOW_COORDS(3)
};
v2f vert (a2v v) {
v2f o;
o.pos = UnityObjectToClipPos( v.vertex);
o.uv = TRANSFORM_TEX (v.texcoord, _MainTex);
o.worldNormal = UnityObjectToWorldNormal(v.normal);
o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
TRANSFER_SHADOW(o);
return o;
}
float4 frag(v2f i) : SV_Target {
fixed3 worldNormal = normalize(i.worldNormal);
fixed3 worldLightDir = normalize(UnityWorldSpaceLightDir(i.worldPos));
fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(i.worldPos));
fixed3 worldHalfDir = normalize(worldLightDir + worldViewDir);
fixed4 c = tex2D (_MainTex, i.uv);
fixed3 albedo = c.rgb * _Color.rgb;
fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz * albedo;
UNITY_LIGHT_ATTENUATION(atten, i, i.worldPos);
fixed diff = dot(worldNormal, worldLightDir);
diff = (diff * 0.5 + 0.5) * atten;
fixed3 diffuse = _LightColor0.rgb * albedo * tex2D(_Ramp, float2(diff, diff)).rgb;
fixed spec = dot(worldNormal, worldHalfDir);
fixed w = fwidth(spec) * 2.0;
fixed3 specular = _Specular.rgb * lerp(0, 1, smoothstep(-w, w, spec + _SpecularScale - 1)) * step(0.0001, _SpecularScale);
return fixed4(ambient + diffuse + specular, 1.0);
}
ENDCG
}
}
FallBack "Diffuse"
}
14.1 轮廓线描边
14.1.2 添加高光
14.1.3 实现
UNITY_MATRIX_MV
UNITY_MATRIX_IT_MV
UNITY_MATRIX_P
step
smoothstep
14.2 素描风格的渲染
// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
///
/// Reference: Praun E, Hoppe H, Webb M, et al. Real-time hatching[C]
/// Proceedings of the 28th annual conference on Computer graphics and interactive techniques. ACM, 2001: 581.
///
Shader "Unity Shaders Book/Chapter 14/Hatching" {
Properties {
_Color ("Color Tint", Color) = (1, 1, 1, 1)
_TileFactor ("Tile Factor", Float) = 1
_Outline ("Outline", Range(0, 1)) = 0.1
_Hatch0 ("Hatch 0", 2D) = "white" {}
_Hatch1 ("Hatch 1", 2D) = "white" {}
_Hatch2 ("Hatch 2", 2D) = "white" {}
_Hatch3 ("Hatch 3", 2D) = "white" {}
_Hatch4 ("Hatch 4", 2D) = "white" {}
_Hatch5 ("Hatch 5", 2D) = "white" {}
}
SubShader {
Tags { "RenderType"="Opaque" "Queue"="Geometry"}
UsePass "Unity Shaders Book/Chapter 14/Toon Shading/OUTLINE"
Pass {
Tags { "LightMode"="ForwardBase" }
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_fwdbase
#include "UnityCG.cginc"
#include "Lighting.cginc"
#include "AutoLight.cginc"
#include "UnityShaderVariables.cginc"
fixed4 _Color;
float _TileFactor;
sampler2D _Hatch0;
sampler2D _Hatch1;
sampler2D _Hatch2;
sampler2D _Hatch3;
sampler2D _Hatch4;
sampler2D _Hatch5;
struct a2v {
float4 vertex : POSITION;
float4 tangent : TANGENT;
float3 normal : NORMAL;
float2 texcoord : TEXCOORD0;
};
struct v2f {
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
fixed3 hatchWeights0 : TEXCOORD1;
fixed3 hatchWeights1 : TEXCOORD2;
float3 worldPos : TEXCOORD3;
SHADOW_COORDS(4)
};
v2f vert(a2v v) {
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = v.texcoord.xy * _TileFactor;
fixed3 worldLightDir = normalize(WorldSpaceLightDir(v.vertex));
fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);
fixed diff = max(0, dot(worldLightDir, worldNormal));
o.hatchWeights0 = fixed3(0, 0, 0);
o.hatchWeights1 = fixed3(0, 0, 0);
float hatchFactor = diff * 7.0;
if (hatchFactor > 6.0) {
// Pure white, do nothing
} else if (hatchFactor > 5.0) {
o.hatchWeights0.x = hatchFactor - 5.0;
} else if (hatchFactor > 4.0) {
o.hatchWeights0.x = hatchFactor - 4.0;
o.hatchWeights0.y = 1.0 - o.hatchWeights0.x;
} else if (hatchFactor > 3.0) {
o.hatchWeights0.y = hatchFactor - 3.0;
o.hatchWeights0.z = 1.0 - o.hatchWeights0.y;
} else if (hatchFactor > 2.0) {
o.hatchWeights0.z = hatchFactor - 2.0;
o.hatchWeights1.x = 1.0 - o.hatchWeights0.z;
} else if (hatchFactor > 1.0) {
o.hatchWeights1.x = hatchFactor - 1.0;
o.hatchWeights1.y = 1.0 - o.hatchWeights1.x;
} else {
o.hatchWeights1.y = hatchFactor;
o.hatchWeights1.z = 1.0 - o.hatchWeights1.y;
}
o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
TRANSFER_SHADOW(o);
return o;
}
fixed4 frag(v2f i) : SV_Target {
fixed4 hatchTex0 = tex2D(_Hatch0, i.uv) * i.hatchWeights0.x;
fixed4 hatchTex1 = tex2D(_Hatch1, i.uv) * i.hatchWeights0.y;
fixed4 hatchTex2 = tex2D(_Hatch2, i.uv) * i.hatchWeights0.z;
fixed4 hatchTex3 = tex2D(_Hatch3, i.uv) * i.hatchWeights1.x;
fixed4 hatchTex4 = tex2D(_Hatch4, i.uv) * i.hatchWeights1.y;
fixed4 hatchTex5 = tex2D(_Hatch5, i.uv) * i.hatchWeights1.z;
fixed4 whiteColor = fixed4(1, 1, 1, 1) * (1 - i.hatchWeights0.x - i.hatchWeights0.y - i.hatchWeights0.z -
i.hatchWeights1.x - i.hatchWeights1.y - i.hatchWeights1.z);
fixed4 hatchColor = hatchTex0 + hatchTex1 + hatchTex2 + hatchTex3 + hatchTex4 + hatchTex5 + whiteColor;
UNITY_LIGHT_ATTENUATION(atten, i, i.worldPos);
return fixed4(hatchColor.rgb * _Color.rgb * atten, 1.0);
}
ENDCG
}
}
FallBack "Diffuse"
}
UnityShaderVariable