总结下头文件:
HLSLSupport.cginc - (自动包含) 为跨平台的着色器编译宏和定义提供帮助。
UnityShaderVariables.cginc - (自动包含)常用的全局变量。
UnityCG.cginc - 常用的辅助函数
AutoLight.cginc - 照明&阴影功能,如表面着色器在内部使用这个文件
Light.cginc - 标准表面着色器照明模式,当你写surface shaders时自动包含。
TerrainEngine.cginc - 对地形和植被着色器的辅助函数
一、思路:
素描效果,我们需要根据不同光照的漫发射,选择不同的纹理混合
二、实现:
代码:
Shader "Unity Shaders Book/Chapter 14/Hatching" {
Properties {
_Color ("Color Tint", Color) = (1, 1, 1, 1)
_TileFactor ("Tile Factor", Float) = 1 //纹理的平铺系数,越大,素描线越密
_Outline ("Outline", Range(0, 1)) = 0.1 控制轮廓线宽度
_OutlineColor ("Outline Color", Color) = (0, 0, 0, 1) //轮廓线颜色
_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" {} //6张素描纹理,密度依次增大
}
SubShader {
Tags { "RenderType"="Opaque" "Queue"="Geometry"} //不透明的几何体
UsePass "Unity Shaders Book/Chapter 14/Toon Shading/OUTLINE" //使用之前的轮廓线渲染,
Pass {
Tags { "LightMode"="ForwardBase" } //前向渲染
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; //定义两个fixed3,共6个数,存储6个混合权重(共6个纹理)
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; //纹理采样坐标
fixed3 worldLightDir = normalize(WorldSpaceLightDir(v.vertex));
fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);
fixed diff = max(0, dot(worldLightDir, worldNormal)); //得到漫反射系数
o.hatchWeights0 = fixed3(0, 0, 0); //权重初始化为0
o.hatchWeights1 = fixed3(0, 0, 0);
float hatchFactor = diff * 7.0; //把diff范围弄到[0,7]
if (hatchFactor > 6.0) { //根据大小分别分配权重
// Pure white, do nothing //漫发射很大,以至于用白色
} else if (hatchFactor > 5.0) {
o.hatchWeights0.x = hatchFactor - 5.0; //大于5的分配给第一个图的权重
} else if (hatchFactor > 4.0) {
o.hatchWeights0.x = hatchFactor - 4.0; //大于四将多余4的部分分配给第一个图
o.hatchWeights0.y = 1.0 - o.hatchWeights0.x; //剩余的部分权重给相邻,也就是第二个图。
} else if (hatchFactor > 3.0) {
o.hatchWeights0.y = hatchFactor - 3.0; //同上
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; //得到世界空间顶点坐标
TRANSFER_SHADOW(o); //阴影衰减计算等等
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);
//进行权重计算,最后计算纯白色,把所有的剪掉就是留白部分
fixed4 hatchColor = hatchTex0 + hatchTex1 + hatchTex2 + hatchTex3 + hatchTex4 + hatchTex5 + whiteColor;
//相加混合
UNITY_LIGHT_ATTENUATION(atten, i, i.worldPos);
//阴影衰减计算
return fixed4(hatchColor.rgb * _Color.rgb * atten, 1.0);
}
ENDCG
}
}
FallBack "Diffuse"
}