Unityshader实例02:Xray材质

实现效果

需要实现的效果大概如下图所示



原理及思路

由图大概可知道X射线效果是中间很透明边缘比较亮的渐变效果,因此实现这种效果的话需要使用边缘光效果。

正常来说,物体法线与视线(从顶点至相机的方向)角度越一致,就越是能被玩家看见的中间。而边缘一般与法线垂直。由点乘即可计算轮廓光。
half rim = 1.0 - saturate(dot (normalize(IN.viewDir), o.Normal));

shader代码实现

VF版本代码01:

Shader "PengLu/XRaySimpleVF" {
	Properties {
		_RimColor("RimColor",Color) = (1,1,0,1)
		_RimPower ("Rim Power", Range(0.1,8.0)) = 3.0

	}
	SubShader {
		Tags { "Queue"="Transparent" "RenderType"="Opaque" }
		LOD 200
		
		Pass
		{
			Blend SrcAlpha One
			ZWrite off
			Lighting off

			CGPROGRAM
			#pragma vertex vert
			#pragma fragment frag
			#include "UnityCG.cginc"

			float4 _RimColor;
			float _RimPower;
			
			struct appdata_t {
				float4 vertex : POSITION;
				float2 texcoord : TEXCOORD0;
				float4 color:COLOR;
				float4 normal:NORMAL;
			};

			struct v2f {
				float4  pos : SV_POSITION;
				float4	color:COLOR;
			} ;
			v2f vert (appdata_t v)
			{
				v2f o;
				o.pos = mul(UNITY_MATRIX_MVP,v.vertex);
				float3 viewDir = normalize(ObjSpaceViewDir(v.vertex));
                		float rim = 1 - saturate(dot(viewDir,v.normal ));
               			o.color = _RimColor*pow(rim,_RimPower);
				return o;
			}
			float4 frag (v2f i) : COLOR
			{
				return i.color; 
			}
			ENDCG
		}
		
	} 
	FallBack "Diffuse"
}

VF版本代码01效果:


VF版本代码02:法线贴图
Shader "PengLu/XRayBumpVF"{
	Properties {
		_BumpMap ("Normalmap", 2D) = "bump" {}
		_RimColor("RimColor",Color) = (1,1,0,1)
		_RimPower ("Rim Power", Range(0.1,8)) = 3.0
	}
	SubShader {
		Tags { "Queue"="Transparent" "RenderType"="Opaque" }
		LOD 200
		
		Pass
		{
			Blend SrcAlpha One
			ZWrite off
			Lighting off

			CGPROGRAM
			#pragma vertex vert
			#pragma fragment frag
			#include "UnityCG.cginc"

			float4 _RimColor;
			sampler2D _BumpMap;
			float _RimPower;
			float4 _BumpMap_ST;
			
			struct v2f {
				float4  pos : SV_POSITION;
				float2 uv : TEXCOORD0;
				float3 viewDir:TEXCOORD1;
				float3 tangent:TEXCOORD2;
				float3 binormal:TEXCOORD3;
				float3 normal:TEXCOORD4;
			} ;
			v2f vert (appdata_full v)
			{
				v2f o;
				o.pos = mul(UNITY_MATRIX_MVP,v.vertex);
				o.uv = TRANSFORM_TEX( v.texcoord, _BumpMap );
				o.tangent=v.tangent.xyz;
				o.binormal=cross(v.normal,v.tangent)*v.tangent.w;
				o.normal=v.normal;
				o.viewDir = normalize(ObjSpaceViewDir(v.vertex));
				return o;
			}
			float4 frag (v2f i) : COLOR
			{
				float3x3 rotation=float3x3 (i.tangent.xyz,i.binormal,i.normal);
//				float4 packedN=tex2D(_BumpMap,i.uv);
//				float3 N=float3(2.0*packedN.wy-1,1.0);
//				N.z=sqrt(1-N.x*N.x-N.y*N.y);
				float3 N = UnpackNormal(tex2D(_BumpMap,i.uv));
				N=normalize(mul(N,rotation));//把从贴图中得到的法线转换到世界坐标中
				float rim=1 - saturate(dot(i.viewDir,N));
				float4 c=_RimColor*pow(rim,_RimPower);
				return c; 
			}
			ENDCG
		}
		
	} 
	FallBack "Diffuse"
}


VF版本代码02效果:



PS:fragment中使用了Unity定义在UnityCG.cginc中的函数UnpackNormal,下面是这个函数的原型,多了对移动平台RGB法线贴图的支持

inline fixed3 UnpackNormal(fixed4 packednormal)
{
#if defined (SHADER_API_GLES) && defined(SHADER_API_MOBILE)
return packednormal.xyz*2-1;
#else
fixed3 normal;
normal.xy=packednormal.wy*2-1;
normal.z = sqrt(1-normal.x*normal.x-normal.y*normal.y);
return normal;
#endif
}


Surf版本代码03:

Shader "PengLu/XRaySimpleSurf"{
Properties {
	_RimColor("RimColor",Color) = (1,1,0,1)
	_RimPower ("Rim Power", Range(0.1,8)) = 3.0
}
SubShader {
	Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"}
	LOD 200
	
	CGPROGRAM
	#pragma surface surf Lambert  alpha:blend
	#include "UnityCG.cginc"

	float4 _RimColor;
	float _RimPower;
			
	struct Input {
		float3 viewDir;
	};

	void surf (Input IN, inout SurfaceOutput o) {		             
        half rim = 1.0 - saturate(dot (normalize(IN.viewDir), o.Normal));
        float4 c=_RimColor * pow (rim, _RimPower); 
        o.Alpha=c.a;                 
        o.Emission =c.rgb*2;  
	}	

	ENDCG		
} 
FallBack "PengLu/XRaySimpleVF"
}


Surf版本代码03效果:



Surf版本代码04:法线贴图

Shader "PengLu/XRayBumpSurf"{
Properties {
	_BumpMap ("Normalmap", 2D) = "bump" {}
	_RimColor("RimColor",Color) = (1,1,0,1)
	_RimPower ("Rim Power", Range(0.1,8)) = 3.0
}
SubShader {
	Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"}
	LOD 200
	
	CGPROGRAM
	#pragma surface surf Lambert  alpha:blend

	float4 _RimColor;
	float _RimPower;
	sampler2D _BumpMap;		
	struct Input {
		float2 uv_BumpMap;
		float3 viewDir;
	};

	void surf (Input IN, inout SurfaceOutput o) {	
		o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap));	             
        half rim = 1.0 - saturate(dot (normalize(IN.viewDir), o.Normal));
        float4 c=_RimColor * pow (rim, _RimPower); 
        o.Alpha=c.a;                 
        o.Emission =c.rgb*2;  
	}	

	ENDCG		
} 
FallBack "PengLu/XRaySimpleSurf"
}
Surf版本代码04效果:




MatCap版本

关于MatCap原理解释可以参考这里这里,利用一张正方形的贴图存储灯光信息,因此在这里也可以利用来制作XRay效果,前提需要用到一张类似下面这样的的贴图:


MatCap版本VF代码05

Shader "PengLu/XrayMatCapSimpleVF"
{
	Properties
	{
		_Color ("Main Color", Color) = (0.5,0.5,0.5,1)
		_MatCap ("MatCap (RGB)", 2D) = "white" {}
	}
	
	Subshader
	{
		Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
		Blend SrcAlpha One
		Cull Off
		Lighting Off
		ZWrite Off
		
		Pass
		{
			Tags { "LightMode" = "Always" }
			
			CGPROGRAM
				#pragma vertex vert
				#pragma fragment frag
				#pragma fragmentoption ARB_precision_hint_fastest
				#include "UnityCG.cginc"
				
				struct v2f
				{
					float4 pos	: SV_POSITION;
					float2 cap	: TEXCOORD0;
				};
				
				v2f vert (appdata_base v)
				{
					v2f o;
					o.pos = mul (UNITY_MATRIX_MVP, v.vertex);
					
					float3 worldNorm = normalize(_World2Object[0].xyz * v.normal.x + _World2Object[1].xyz * v.normal.y + _World2Object[2].xyz * v.normal.z);
					worldNorm = mul((float3x3)UNITY_MATRIX_V, worldNorm);
					o.cap.xy = worldNorm.xy * 0.5 + 0.5;
						
					return o;
				}
				
				uniform float4 _Color;
				uniform sampler2D _MatCap;
				
				float4 frag (v2f i) : COLOR
				{
					float4 mc = tex2D(_MatCap, i.cap);
					
					return _Color * mc * 1.0;
				}
			ENDCG
		}
	}
	
	Fallback "VertexLit"
}

MatCap版本VF代码05效果



MatCap版本VF代码06:法线贴图

Shader "PengLu/XrayMatCapBumpVF"
{
	Properties
	{
		_Color ("Main Color", Color) = (0.5,0.5,0.5,1)
		_BumpMap ("Normal Map", 2D) = "bump" {}
		_MatCap ("MatCap (RGB)", 2D) = "white" {}
		[Toggle(MATCAP_ACCURATE)] _MatCapAccurate ("Accurate Calculation", Int) = 0
	}
	
	Subshader
	{
		Tags { "RenderType"="Opaque" }
		blend one one
		Zwrite off
		Pass
		{
			Tags { "LightMode" = "Always" }
			
			CGPROGRAM
				#pragma vertex vert
				#pragma fragment frag
				#pragma fragmentoption ARB_precision_hint_fastest
				#pragma shader_feature MATCAP_ACCURATE
				#include "UnityCG.cginc"
				
				struct v2f
				{
					float4 pos	: SV_POSITION;
					float2 uv_bump : TEXCOORD0;
					
			#if MATCAP_ACCURATE
					fixed3 tSpace0 : TEXCOORD1;
					fixed3 tSpace1 : TEXCOORD2;
					fixed3 tSpace2 : TEXCOORD3;
			#else
					float3 c0 : TEXCOORD1;
					float3 c1 : TEXCOORD2;
			#endif
				};
				
				uniform float4 _BumpMap_ST;
				
				v2f vert (appdata_tan v)
				{
					v2f o;
					o.pos = mul (UNITY_MATRIX_MVP, v.vertex);
					o.uv_bump = TRANSFORM_TEX(v.texcoord,_BumpMap);
					
			#if MATCAP_ACCURATE
					//Accurate bump calculation: calculate tangent space matrix and pass it to fragment shader
					fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);
					fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);
					fixed3 worldBinormal = cross(worldNormal, worldTangent) * v.tangent.w;
					o.tSpace0 = fixed3(worldTangent.x, worldBinormal.x, worldNormal.x);
					o.tSpace1 = fixed3(worldTangent.y, worldBinormal.y, worldNormal.y);
					o.tSpace2 = fixed3(worldTangent.z, worldBinormal.z, worldNormal.z);
			#else
					//Faster but less accurate method (especially on non-uniform scaling)
					v.normal = normalize(v.normal);
					TANGENT_SPACE_ROTATION;
					o.c0 = mul(rotation, normalize(UNITY_MATRIX_IT_MV[0].xyz));
					o.c1 = mul(rotation, normalize(UNITY_MATRIX_IT_MV[1].xyz));
			#endif
					return o;
				}
				
				uniform float4 _Color;
				uniform sampler2D _MatCap;
				uniform sampler2D _BumpMap;
				
				float4 frag (v2f i) : COLOR
				{
					fixed3 normals = UnpackNormal(tex2D(_BumpMap, i.uv_bump));
					
			#if MATCAP_ACCURATE
					//Rotate normals from tangent space to world space
					float3 worldNorm;
					worldNorm.x = dot(i.tSpace0.xyz, normals);
					worldNorm.y = dot(i.tSpace1.xyz, normals);
					worldNorm.z = dot(i.tSpace2.xyz, normals);
					worldNorm = mul((float3x3)UNITY_MATRIX_V, worldNorm);
					float4 mc = tex2D(_MatCap, worldNorm.xy * 0.5 + 0.5);
			#else
					half2 capCoord = half2(dot(i.c0, normals), dot(i.c1, normals));
					float4 mc = tex2D(_MatCap, capCoord*0.5+0.5);
			#endif
					return _Color * mc * 2.0;
				}
			ENDCG
		}
	}
	
	Fallback "VertexLit"
}

MatCap版本VF代码06效果:



MatCap版本Surf代码07:法线贴图


Shader "PengLu/XrayMatCapBumpSurf" {
	Properties {
		_MainTint ("Diffuse Tint", Color) = (1,1,1,1)
		_MatCap ("MatCap (RGB", 2D) = "white" {}
		_NormalMap ("Normal Map", 2D) = "bump" {}
	}
	SubShader {
		Tags { "RenderType"="Opaque" }
		LOD 200
		Blend one one
		CGPROGRAM
		#pragma surface surf Unlit vertex:vert
		#pragma target 3.0
		float4 _MainTint;
		sampler2D _MatCap;
		sampler2D _NormalMap;
		
		inline half4 LightingUnlit (SurfaceOutput s, fixed3 lightDir, fixed atten)
		{
			half4 c = half4(1,1,1,1);
			c.rgb = s.Albedo;
			c.a = s.Alpha;
			return c;
		}

		struct Input {
			float2 uv_MatCap;
			float2 uv_NormalMap;
			float3 tan1;
			float3 tan2;
		};
		
		void vert (inout appdata_full v, out Input o) 
        {
            UNITY_INITIALIZE_OUTPUT(Input,o);
          
            TANGENT_SPACE_ROTATION;
//            o.tan1 = mul(rotation, UNITY_MATRIX_IT_MV[0].xyz);
//            o.tan2 = mul(rotation, UNITY_MATRIX_IT_MV[1].xyz);
            o.tan1 = mul(rotation, normalize(UNITY_MATRIX_IT_MV[0].xyz));
			o.tan2 = mul(rotation, normalize(UNITY_MATRIX_IT_MV[1].xyz));
        }

		void surf (Input IN, inout SurfaceOutput o) 
		{
			float3 normals = UnpackNormal(tex2D(_NormalMap, IN.uv_NormalMap));
			o.Normal = normals;

			float2 litSphereUV;
			litSphereUV.x = dot(IN.tan1, o.Normal);
			litSphereUV.y = dot(IN.tan2, o.Normal);
		
			half4 c = tex2D (_MatCap, litSphereUV*0.5+0.5);
			o.Albedo = c.rgb * _MainTint;
			o.Alpha = c.a;
		}
		ENDCG
	} 
	FallBack "Diffuse"
}

MatCap版本Surf代码07效果


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