【Shader】过度图非真实感渲染

Shader "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"}

        // 背面渲染
        Pass {
            NAME "OUTLINE"

            // 剔除正面,只渲染背面
            Cull Front

            CGPROGRAM

            // 声明顶点和片段着色器func名字
            #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;
                // 将模型空间下的顶点转换到视角空间
                float4 pos = mul(UNITY_MATRIX_MV, v.vertex); 
                // 将法线转换到视角空间
                float3 normal = mul((float3x3)UNITY_MATRIX_IT_MV, v.normal);  
                // 避免凹凸材质中 背面的面片扩张后挡住前面的面片
                normal.z = -0.5;
                // 沿着法线方向向外扩张
                pos = pos + float4(normalize(normal), 0) * _Outline;
                // 将顶点从视角空间转换到剪裁空间
                o.pos = mul(UNITY_MATRIX_P, pos);

                return o;
            }

            float4 frag(v2f i) : SV_Target { 
                return float4(_OutlineColor.rgb, 1);               
            }

            ENDCG
        }


        // 正面渲染
        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 = mul( UNITY_MATRIX_MVP, 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;

                // 计算世界坐标下的阴影值,包含了灯光类型的判断
                UNITY_LIGHT_ATTENUATION(atten, i, i.worldPos);

                // 漫反射系数
                fixed diff =  dot(worldNormal, worldLightDir);
                diff = (diff * 0.5 + 0.5) * atten;

                // 使用渐变图进行漫反射采样
                fixed3 diffuse = _LightColor0.rgb * albedo * tex2D(_Ramp, float2(diff, diff)).rgb;

                fixed spec = dot(worldNormal, worldHalfDir);
                // 对高光区边界进行抗锯齿处理
                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"
}
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