庄懂着色器_L21_CyberPunk

庄懂-BoyanTata的个人空间_哔哩哔哩_Bilibili


案例_赛博小人
模型准备
平常所说的1U,2U对应Unity的是0U,1U
3Dsmax的顺序是从1开始的;Unity_UV的顺序是从0开始的
特效贴图制作
再需要一张模型的Position纹理
低频信息就是在整个纹理上,它的过渡比较平缓,它没有很高的相邻的对比,所以这张纹理不需要太大
烘焙了一张位置的模型信息,用这个位置信息去算它这个3D_Noise_噪声强度,并这个噪声强度转化到模型的UV空间,又把它拍平到它的UV空间的一个2D的Noise上(这张图是256*256,也是低频信号 )
Edge_Detect 边缘检测节点
Flood Fill连接Flood Fill To Random GrayScale是SD常用的作图套路
代码部分
Shader "AP01/L21/CyberPunk"
{
    Properties
    {
        [Header(Texture)]
        _MainTex    ("RGB:基础颜色 A:环境遮罩", 2D) = "white" {}
        [Normal] _NormTex   ("RGB:法线贴图", 2D)                = "bump" {}
        _SpecTex    ("RGB:高光颜色 A:高光次幂", 2D)     = "gray" {}
        _EmitTex    ("RGB:环境贴图", 2d)                = "black" {}
        _Cubemap    ("RGB:环境贴图", cube)              = "_Skybox" {}
        [Header(Diffuse)]
        _MainCol    ("基本色",      Color)              = (0.5, 0.5, 0.5, 1.0)
        _EnvDiffInt ("环境漫反射强度",  Range(0, 1))    = 0.2
        _EnvUpCol   ("环境天顶颜色", Color)             = (1.0, 1.0, 1.0, 1.0)
        _EnvSideCol ("环境水平颜色", Color)             = (0.5, 0.5, 0.5, 1.0)
        _EnvDownCol ("环境地表颜色", Color)             = (0.0, 0.0, 0.0, 0.0)
        [Header(Specular)]
        [PowerSlider(2)] _SpecPow    ("高光次幂",    Range(1, 90))       = 30
        _EnvSpecInt ("环境镜面反射强度", Range(0, 5))   = 0.2
        _FresnelPow ("菲涅尔次幂", Range(0, 5))         = 1
        _CubemapMip ("环境球Mip", Range(0, 7))          = 0
        [Header(Emission)]
        [HideInInspect] _EmitInt    ("自发光强度", range(1, 10))         = 1
        [Header(Effect)]
        _EffMap01   ("特效纹理1", 2D)                   = "gray" {}
        _EffMap02   ("特效纹理2", 2D)                   = "gray" {}
        [HDR]_EffCol     ("光效颜色", color)                 = (0.0, 0.0, 0.0, 0.0)
        _EffParams  ("X:波密度 Y:波速度 Z:混乱度 W:消散强度", vector) = (0.03, 3.0, 0.3, 2.5)
    }

    SubShader
    {
        Tags { "Queue"="Transparent" "RenderType"="Transparent" }
       
        Pass
        {
            Name "FORWARD"
            Tags { "LightMode"="ForwardBase" }
            Blend One OneMinusSrcAlpha          // 修改混合方式One/SrcAlpha OneMinusSrcAlpha

            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"
            #include "../../Lesson11/cginc/MyCginc.cginc"   // 修改Cginc引用路径
            #pragma multi_compile_fwdbase_fullshadows
            #pragma target 3.0

            // 输入参数
            // Texture
            uniform sampler2D _MainTex; uniform float4 _MainTex_ST;
            uniform sampler2D _NormTex;
            uniform sampler2D _SpecTex;
            uniform sampler2D _EmitTex;
            uniform samplerCUBE _Cubemap;
           
            // Diffuse
            uniform float3 _MainCol;
            uniform float _EnvDiffInt;
            uniform float3 _EnvUpCol;
            uniform float3 _EnvSideCol;
            uniform float3 _EnvDownCol;

            // Specular
            uniform float _SpecPow;
            uniform float _FresnelPow;
            uniform float _EnvSpecInt;
            uniform float _CubemapMip;

            // Emission
            uniform float _EmitInt;

            // Effect
            uniform sampler2D _EffMap01;
            uniform sampler2D _EffMap02;
            uniform float3 _EffCol;
            uniform float4 _EffParams;

            // 输入结构
            struct VertexInput
            {
                float4 vertex   : POSITION;   // 顶点信息 Get✔
                float2 uv0      : TEXCOORD0;  // UV信息 Get✔
                float2 uv1      : TEXCOORD1;  // UV信息 Get✔
                float4 normal   : NORMAL;     // 法线信息 Get✔
                float4 tangent  : TANGENT;    // 切线信息 Get✔
                float4 color    : COLOR;      // 追加顶点色信息
            };

            // 输出结构
            struct VertexOutput
            {
                float4 pos    : SV_POSITION;  // 屏幕顶点位置
                float2 uv0      : TEXCOORD0;  // UV0
                float2 uv1      : TEXCOORD1;  // UV0
                float4 posWS    : TEXCOORD2;  // 世界空间顶点位置
                float3 nDirWS   : TEXCOORD3;  // 世界空间法线方向
                float3 tDirWS   : TEXCOORD4;  // 世界空间切线方向
                float3 bDirWS   : TEXCOORD5;  // 世界空间副切线方向
                float4 effectMask : TEXCOORD6;  // 追加effectMask输出
                LIGHTING_COORDS(7, 8)          // 投影相关
            };

            // 动画方法 inout顶点信息 返回effct相关遮罩
            float4 CyberpunkAnim(float noise, float mask, float3 normal, inout float3 vertex)
            {
                // 生成锯齿波Mask
                float baseMask = abs(frac(vertex.y * _EffParams.x - _Time.x * _EffParams.y) - 0.5) * 2.0;
                baseMask = min(1.0, baseMask * 2.0);
                // 用Noise偏移锯齿波
                baseMask += (noise - 0.5) * _EffParams.z;
                // SmoothStep出各级Mask
                float4 effectMask = float4(0.0, 0.0, 0.0, 0.0);
                effectMask.x = smoothstep(0.0, 0.9, baseMask);
                effectMask.y = smoothstep(0.2, 0.7, baseMask);
                effectMask.z = smoothstep(0.4, 0.5, baseMask);
                // 将顶点色遮罩存入EffectMask
                effectMask.w = mask;
                // 计算顶点动画
                vertex.xz += normal.xz * (1.0 - effectMask.y) * _EffParams.w * mask;
                // 返回EffectMask
                return effectMask;
            }

            // 输入结构>>>顶点Shader>>>输出结构
            VertexOutput vert (VertexInput v)
            {
                // 采样纹理
                float noise = tex2Dlod(_EffMap02, float4(v.uv1, 0.0, 0.0)).r;
                // 输出结构
                VertexOutput o = (VertexOutput)0;
                // 计算顶点动画 同时获取EffectMask
                o.effectMask = CyberpunkAnim(noise, v.color.r, v.normal.xyz, v.vertex.xyz);
                o.pos = UnityObjectToClipPos(v.vertex);         // 顶点位置 OS>CS
                o.uv0 = v.uv0 * _MainTex_ST.xy + _MainTex_ST.zw;// 传递UV
                o.uv1 = v.uv1;
                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;                                           // 返回输出结构
            }

            // 输出结构>>>像素
            float4 frag(VertexOutput i) : COLOR
            {
                // 准备向量
                float3 nDirTS = UnpackNormal(tex2D(_NormTex, i.uv0)).rgb;
                float3x3 TBN = float3x3(i.tDirWS, i.bDirWS, i.nDirWS);
                float3 nDirWS = normalize(mul(nDirTS, TBN));
                float3 vDirWS = normalize(_WorldSpaceCameraPos.xyz - i.posWS.xyz);
                float3 vrDirWS = reflect(-vDirWS, nDirWS);
                float3 lDirWS = _WorldSpaceLightPos0.xyz;
                float3 lrDirWS = reflect(-lDirWS, nDirWS);
                // 准备点积结果
                float ndotl = dot(nDirWS, lDirWS);
                float vdotr = dot(vDirWS, lrDirWS);
                float vdotn = dot(vDirWS, nDirWS);
                // 采样纹理
                float4 var_MainTex = tex2D(_MainTex, i.uv0);
                float4 var_SpecTex = tex2D(_SpecTex, i.uv0);
                float3 var_EmitTex = tex2D(_EmitTex, i.uv0).rgb;
                float3 var_Cubemap = texCUBElod(_Cubemap, float4(vrDirWS, lerp(_CubemapMip, 0.0, var_SpecTex.a))).rgb;
                // 光照模型(直接光照部分)
                float3 baseCol = var_MainTex.rgb * _MainCol;
                float lambert = max(0.0, ndotl);
                float specCol = var_SpecTex.rgb;
                float specPow = lerp(1, _SpecPow, var_SpecTex.a);
                float phong = pow(max(0.0, vdotr), specPow);
                float shadow = LIGHT_ATTENUATION(i);
                float3 dirLighting = (baseCol * lambert + specCol * phong) * _LightColor0 * shadow;
                // 光照模型(环境光照部分) 3Col环境色方法
                float3 envCol = TriColAmbient(nDirWS, _EnvUpCol, _EnvSideCol, _EnvDownCol);
                float fresnel = pow(max(0.0, 1.0 - vdotn), _FresnelPow);    // 菲涅尔
                float occlusion = var_MainTex.a;
                float3 envLighting = (baseCol * envCol * _EnvDiffInt + var_Cubemap * fresnel * _EnvSpecInt * var_SpecTex.a) * occlusion;
                // 光照模型(自发光部分)
                float3 emission = var_EmitTex * _EmitInt * (sin(_Time.z) * 0.5 + 0.5);
                // 特效部分
                // 采样EffMap02
                float3 _EffMap01_var = tex2D(_EffMap01, i.uv1).xyz;
                float meshMask = _EffMap01_var.x;
                float faceRandomMask = _EffMap01_var.y;
                float faceSlopeMask = _EffMap01_var.z;
                // 获取EffectMask
                float smallMask = i.effectMask.x;
                float midMask = i.effectMask.y;
                float bigMask = i.effectMask.z;
                float baseMask = i.effectMask.w;
                // 计算Opacity
                float bigOpacity = saturate(floor(min(faceRandomMask, 0.999999) + midMask));
                float midOpacity = saturate(floor(min(faceSlopeMask, 0.999999) + bigMask));
                float opacity = lerp(1.0, min(bigOpacity, midOpacity), baseMask);
                // 叠加自发光
                float meshEmitInt = (bigMask - smallMask) * meshMask;
                meshEmitInt = meshEmitInt * meshEmitInt;
                emission += _EffCol * meshEmitInt * baseMask;
                // 返回结果
                float3 finalRGB = dirLighting + envLighting + emission;
                return float4(finalRGB * opacity, opacity);
            }
            ENDCG
        }
    }
    FallBack "Diffuse"
}
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