Unity Shader 非真实感渲染 素描风格

shader

Shader "MyShader/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 "MyShader/ToonShading/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"
}

参考 我买的 unity shader 入门精要

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