Unity 性能最高的Shader: Unlit

材质分类

1.现在游戏常用材质分为PBR(Standard)和不受光材质(Unlit).
2.次世代游戏用的是PBR材质,其中最基本的是4张贴图:颜色贴图,Normal贴图,AO贴图,高光贴图.
3.不受光材质:像魔兽世界把特效关闭, 一个模型的只靠最基本的颜色贴图, 游戏中的灯光用的也是图片模拟的光晕, 材质根本不受光. 我自己把这种材质成为不受光材质. 网上的浦贵,车希刚等大神用的就是这个技术,低模一个颜色贴图足够.特别适合现在的移动端游戏.
4.由于不受光材质比PBR的性能高出太多,PBR的浮点计算量大概是PBR4个贴图都用上的10几倍.所以我自己决定下一款产品使用不受光材质.

理念

1.把美术的质量交给手绘颜色贴图而不是显卡做过多的计算.
2.把内存留出来,给单张颜色贴图更大的尺寸,让画面更多细节.
3.把GPU,CPU性能空出来,留给粒子特效和更细腻的骨骼动画.
4.降低手机发热,玩家才能长时间玩你的游戏.

缺点

1.对美术人员要求较高.
2.视觉风格有所限制.

Shader

性能极限的Shader

除了使用一张颜色贴图,没做任何其他额外的浮点运算,并且使用的都是fixed4低精度浮点.如图:

左为Unlit, 右为Standard

shader如下:

Shader "_self/Unlit"
{
    Properties{
        _MainTex("texture", 2D) = "black"{}
    }
    
    SubShader{
        LOD 100
        
        Pass{
            CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
            
            sampler2D _MainTex;
            fixed4 _MainTex_ST;
            
            struct vIn{
                half4 vertex:POSITION;
                float2 texcoord:TEXCOORD0;
                fixed4 color:COLOR;
            };
            
            struct vOut{
                half4 pos:SV_POSITION;
                float2 uv:TEXCOORD0;
                fixed4 color:COLOR;
            };
            
            vOut vert(vIn v){
                vOut o;
                o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
                //                o.uv = v.texcoord.xy; //使用TRANSFORM_TEX才可以映射UV的Tiling和Offset的值
                o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
                o.color = v.color;
                return o;
            }
            
            fixed4 frag(vOut i):COLOR{
                fixed4 tex = tex2D(_MainTex, i.uv);
                return tex * i.color;
            }
            ENDCG
        }
    }
}

使用了一次颜色叠加的Shader

项目中为了方便,经常需要修改材质颜色, 在之前的基础上添加了颜色修改和颜色叠加.'
之所以AddColor用的float4而不是color, 是因为颜色拾色器只能在0-1的区间, 如果要比原图亮, 就得用大于1的值, 如图

右边的使用大于1的值做的曝光

注意.如果两个模型共用一个材质,修改mainColor,两个模型会一起修改颜色.
Shader如下:

Shader "_self/Unlit Color"
{
    Properties{
        _MainTex("texture", 2D) = "black"{}
        _Color ("add color", float) = (1, 1, 1, 1)
    }
    
    SubShader{
        LOD 100
        Pass{
            CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
            
            sampler2D _MainTex;
            fixed4 _MainTex_ST;
            fixed4 _Color;
            
            struct vIn{
                half4 vertex:POSITION;
                float2 texcoord:TEXCOORD0;
                fixed4 color:COLOR;
            };
            
            struct vOut{
                half4 pos:SV_POSITION;
                float2 uv:TEXCOORD0;
                fixed4 color:COLOR;
            };
            
            vOut vert(vIn v){
                vOut o;
                o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
                o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
                o.color = v.color;
                return o;
            }
            
            fixed4 frag(vOut i):COLOR{
                fixed4 tex = tex2D(_MainTex, i.uv);
                return tex * (i.color * _Color);
            }
            ENDCG
        }
    }
}

支持Alpha通道的Shader

以上的贴图为了性能都不支持Alpha通道过渡, 并且如果要开Alpha必须把ZWrite关闭, 当ZWrite关闭之后, 两个模型如果交叉, 他们的层级会出问题, 具体表现就是有的时候会前后错位, 我们看官方默认的Unlit中支持Alpha的也是一样.
所以除非必要. 尽量少用带Alpha的Shader.
效果如图:

可以看到蓝色的区域很均匀的做了alpha过渡

Shader如下

Shader "_self/Unlit Color Alpha"
{
    Properties{
        _MainTex("texture", 2D) = "black"{}
        _Color ("add color", float) = (1,1,1,1)
    }
    
    SubShader{
        Tags { "QUEUE"="Transparent" "IGNOREPROJECTOR"="true" "RenderType"="Transparent" }
        ZWrite Off
        Blend SrcAlpha OneMinusSrcAlpha
        LOD 100
        Pass{
            CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
            
            sampler2D _MainTex;
            fixed4 _MainTex_ST;
            fixed4 _Color;
            
            struct vIn{
                half4 vertex:POSITION;
                float2 texcoord:TEXCOORD0;
                fixed4 color:COLOR;
            };
            
            struct vOut{
                half4 pos:SV_POSITION;
                float2 uv:TEXCOORD0;
                fixed4 color:COLOR;
            };
            
            vOut vert(vIn v){
                vOut o;
                o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
                o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
                o.color = v.color;
                return o;
            }
            
            fixed4 frag(vOut i):COLOR{
                fixed4 tex = tex2D(_MainTex, i.uv);
                return tex * (i.color * _Color);
            }
            ENDCG
        }
    }
}

原文:Unity性能最高的Shader: Unlit - 简书

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Projective texture mapping in Unity Shader is a technique used to project a texture onto an object in a way that simulates the effect of a slide projector. It can be used to create various effects like projecting a spotlight texture onto a surface, projecting a decal onto a curved surface, or creating a shadow map for an object. To implement projective texture mapping in Unity Shader, you need to use a combination of vertex and fragment shaders. The vertex shader calculates the projective transformation matrix, which is used to transform the texture coordinates in the fragment shader. The fragment shader samples the texture and applies it to the object's surface. Here's a simple example of a vertex shader that calculates the projective transformation matrix: ``` Shader "Custom/ProjectiveTextureMapping" { Properties { _MainTex ("Texture", 2D) = "white" {} _Projector ("Projector", 3D) = "" {} } SubShader { Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag uniform sampler2D _MainTex; uniform float4x4 unity_Projector; float4x4 unity_ObjectToWorld; struct appdata { float4 vertex : POSITION; float3 normal : NORMAL; float2 uv : TEXCOORD0; }; struct v2f { float2 uv : TEXCOORD0; float4 vertex : SV_POSITION; }; v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = mul(unity_Projector, v.vertex).xy; return o; } fixed4 frag (v2f i) : SV_Target { return tex2D(_MainTex, i.uv); } ENDCG } } } ``` In this example, the `_MainTex` property is the texture to be projected, and the `_Projector` property is the object that will project the texture. The `unity_Projector` variable is a matrix that transforms the texture coordinates from object space to clip space. The `vert` function calculates the transformed texture coordinates and passes them to the fragment shader in the `v2f` struct. The fragment shader simply samples the texture using the transformed texture coordinates and returns the color. You can use this shader by assigning it to a material and setting the `_MainTex` and `_Projector` properties to appropriate textures and objects, respectively.

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