2d shader unity 阴影_2D卡通光照Shader的一些研究

对2D的光照一直很感兴趣,然后不停的找资料,发现大部分演示都很脏,不够卡通。所以后来就去买了Shader的书,顺便还看到了love2d论坛上的这个帖子https://love2d.org/forums/viewtopic.php?f=5&t=11076,然后就找到了思路。

素材也是改造自上面那个帖子里的(稍微有点觉得奇怪的是不知道为啥帖子里的生成的法线贴图的G通道是反的,我手动调换了一下灰度变成正的了)。

光照没有用unity内置的,而是用了一个新的obj跟随鼠标,然后要渲染的物体用脚本获取此obj的坐标赋值给材质。

做出来是这个效果的。其中法线贴图和AO贴图我扩大成256x256像素并高斯模糊了,因为如果法线保留原本低像素的话,阴影的锯齿因为不可控所以非常显眼,增加平滑插值又体现不出卡通的味道了,所以只想到这种办法。

贴图分别是这三张:

其中最后一张AO贴图里r通道是AO贴图本身,b通道是为了不被光照影响而重新绘制的黑色勾边。

Shader的写法是:

Shader "2D_Cel_Shader" {

Properties {

_MainTex ("Main Tex", 2D) = "white" {}

_dark_color ("Dark Color", Color) = (0,0,1,1)

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