这篇博客记录一下常用的几种效果:内发光、外发光以及描边的几种实现方法
内发光
实现方法
一般实现方法就是使用Empricial菲涅尔近似公式来实现:
F (v,n)=saturate(base + pow(scale * (1 - v·n), power))
- base为基础反射率,scale为菲涅尔效应强弱,power为菲涅尔效应作用角度范围大小(即power越大,反射率会在越小的范围内迅速变为1)
- 在计算菲涅尔效应时,使用F对反射和基础颜色值进行插值混合,在这里计算内发光,就对发光颜色和基础颜色进行插值混合。
half shine = max(pow(1-dot(normal, viewDir), _ShinePower * 10), 0.001) * _ShineScale;
col.rgb = lerp(col.rgb, _ShineColor.rgb, shine);
实现代码
Shader "Custom/Effect/Shine_Out"
{
Properties
{
_Color ("Main Color", Color) = (1,1,1,1)
_ShineColor ("Shine Color", Color) = (1,1,1,1)
_ShineScale ("Shine Scale", Range(0, 1)) = 0.5
_ShinePower ("Shine Power", Range(0, 1)) = 0.5
}
SubShader
{
Tags { "Queue"="Transparent" }
LOD 200
Pass
{
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "Lighting.cginc"
half4 _Color;
half4 _ShineColor;
float _ShineScale;
float _ShinePower;
struct a2v
{
float4 vertex : POSITION;
float3 normal : NORMAL;
};
struct v2f
{
float4 pos : SV_POSITION;
float3 normal : TEXCOORD0;
float3 worldPos : TEXCOORD1;
};
v2f vert (a2v v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.normal = UnityObjectToWorldNormal(v.normal);
o.worldPos = mul(unity_ObjectToWorld, v.vertex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
half3 normal = normalize(i.normal);
half3 viewDir = normalize(UnityWorldSpaceViewDir(i.worldPos));
half3 lightDir = normalize(UnityWorldSpaceLightDir(i.worldPos));
fixed4 col = fixed4(0,0,0,1);
col.rgb = _LightColor0.rgb * _Color.rgb * (dot(lightDir, normal)*0.5+0.5);
half shine = max(pow(1-dot(normal, viewDir), _ShinePower * 10), 0.001) * _ShineScale;
col.rgb = lerp(col.rgb, _ShineColor.rgb, shine);
return col;
}
ENDCG
}
}
}
描边
内发光方法实现
- 沿用上文写的内发光实现方法,仅在内发光的值上做mask或者数值限制。这里仅使用step做限制,需要更风格化的效果需要制作mask做描边的限制。
half shine = max(pow(1-dot(normal, viewDir), _ShinePower * 10), 0.001) * _ShineScale;
shine = step(_Threshold, shine);
col.rgb = lerp(col.rgb, _ShineColor.rgb, shine);
- 阈值为新增变量,当内发光的渐变范围值大于阈值时,显示为描边颜色,小于阈值则显示为原颜色
- 为了显示清楚描边,图中去掉了原本的光照计算
- 优点
- 实现简单,可以在一个Pass里实现,性能消耗小
- 缺点
- 只能向内描边,且描边宽度受视角与法线方向影响,不易控制
沿法线外扩背面方法实现
-
这种方法比较常用,用两个Pass实现,一个Pass只渲染背面,且把物体背面沿法线方向向外扩张,第二个Pass正常渲染物体。
v2f vert (appdata v) { v2f o; float4 viewPos = float4(UnityObjectToViewPos(v.vertex), 1.0); float3 viewNormal = mul(UNITY_MATRIX_IT_MV, v.normal); viewNormal.z = -0.5;//防止内凹模型背面扩张后遮挡正面 float3 normal = normalize(viewNormal); viewPos += float4(normal, 1.0) * _OutlineWidth; o.pos = mul(UNITY_MATRIX_P, viewPos); o.worldPos = mul(unity_ObjectToWorld, v.vertex); o.normal = UnityObjectToWorldNormal(v.normal); return o; }
-
效果图如下
-
优点
- 实现简单,大部分模型的描边效果都很不错
-
缺点
- 对于例如正方体这样平整且转折锐利的物体无法使用
- 多使用了一个Pass,渲染性能消耗提高了不少
-
全部代码如下
Shader "Custom/Effect/Outline" { Properties { _Color ("Main Color", Color) = (1,1,1,1) [HDR]_OutlineColor ("Outline Color", Color) = (1,1,1,1) _OutlineWidth ("Outline Width", Range(0, 2)) = 1 } SubShader { Tags { "Queue"="Transparent" } LOD 200 Pass { Cull Front Blend SrcAlpha OneMinusSrcAlpha CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float3 normal : NORMAL; }; struct v2f { float4 pos : SV_POSITION; }; half4 _OutlineColor; float _OutlineWidth; v2f vert (appdata v) { v2f o; float4 viewPos = float4(UnityObjectToViewPos(v.vertex), 1.0); float3 viewNormal = mul(UNITY_MATRIX_IT_MV, v.normal); viewNormal.z = -0.5; float3 normal = normalize(viewNormal); viewPos += float4(normal, 1.0) * _OutlineWidth; o.pos = mul(UNITY_MATRIX_P, viewPos); return o; } fixed4 frag (v2f i) : SV_Target { return _OutlineColor; } ENDCG } Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; }; struct v2f { float4 pos : SV_POSITION; }; half4 _Color; v2f vert (appdata v) { v2f o; o.pos = UnityObjectToClipPos(v.vertex); return o; } fixed4 frag (v2f i) : SV_Target { fixed4 col = _Color; return col; } ENDCG } } }
图像处理方法实现
-
基于后处理图像处理的边缘检测方法:常用的一般是Sobel算子和Roberts算子,边缘处的梯度绝对值会较大,也就是计算每个像素的梯度,并用梯度对初始颜色和描边颜色进行插值,也就完成了描边的操作。
half Sobel(v2f i) { const half Gx[9] = { -1,-2,-1, 0, 0, 0, 1, 2, 1 }; const half Gy[9] = { -1, 0, 1, -2, 0, 2, -1, 0, 1 }; half texColor; half edgeX = 0; half edgeY = 0; for (int it = 0; it < 9; it++) { texColor = luminance(tex2D(_MainTex, i.uv[it])); edgeX += texColor * Gx[it]; edgeY += texColor * Gy[it]; } half edge = lerp(0, abs(edgeX) + abs(edgeY), _EdgeWidth); return edge; }
-
效果如下
-
优点
- 适用于任何模型
- 不用增加一个Pass的渲染性能消耗
-
缺点
- 增加了后处理的性能消耗
- 无法单独对一个物体进行描边
- 一些变化很小的变换难以检测
-
全部代码如下
Shader "Custom/Postprocess/EdgeDetection" { Properties { _MainTex ("Texture", 2D) = "white" {} _EdgeColor ("EdgeColor", Color) = (1,0,0,1) _BackgroundColor ("BackgroundColor", Color) = (1,1,1,1) _EdgeOnly ("Edge Only", Range(0,1)) = 0.5 _EdgeWidth ("Edge Width", Range(0,1)) = 1 } SubShader { Pass { ZTest Always Cull Off ZWrite Off CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct v2f { float4 vertex : SV_POSITION; half2 uv[9] : TEXCOORD0; }; sampler2D _MainTex; float2 _MainTex_TexelSize; fixed4 _EdgeColor; fixed4 _BackgroundColor; fixed _EdgeOnly; fixed _EdgeWidth; v2f vert (appdata_img v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); half2 uv = v.texcoord; o.uv[0] = uv + half2(_MainTex_TexelSize.x *-1, _MainTex_TexelSize.y *-1); o.uv[1] = uv + half2(_MainTex_TexelSize.x * 0, _MainTex_TexelSize.y *-1); o.uv[2] = uv + half2(_MainTex_TexelSize.x * 1, _MainTex_TexelSize.y *-1); o.uv[3] = uv + half2(_MainTex_TexelSize.x *-1, _MainTex_TexelSize.y * 0); o.uv[4] = uv + half2(_MainTex_TexelSize.x * 0, _MainTex_TexelSize.y * 0); o.uv[5] = uv + half2(_MainTex_TexelSize.x * 1, _MainTex_TexelSize.y * 0); o.uv[6] = uv + half2(_MainTex_TexelSize.x *-1, _MainTex_TexelSize.y * 1); o.uv[7] = uv + half2(_MainTex_TexelSize.x * 0, _MainTex_TexelSize.y * 1); o.uv[8] = uv + half2(_MainTex_TexelSize.x * 1, _MainTex_TexelSize.y * 1); return o; } fixed luminance(fixed4 color) { return 0.2125 * color.r + 0.7154 * color.g + 0.0721 * color.b; } half Sobel(v2f i) { const half Gx[9] = { -1,-2,-1, 0, 0, 0, 1, 2, 1 }; const half Gy[9] = { -1, 0, 1, -2, 0, 2, -1, 0, 1 }; half texColor; half edgeX = 0; half edgeY = 0; for (int it = 0; it < 9; it++) { texColor = luminance(tex2D(_MainTex, i.uv[it])); edgeX += texColor * Gx[it]; edgeY += texColor * Gy[it]; } half edge = lerp(0, abs(edgeX) + abs(edgeY), _EdgeWidth); return edge; } fixed4 frag (v2f i) : SV_Target { half edge = Sobel(i); fixed4 withEdgeColor = lerp(tex2D(_MainTex, i.uv[4]), _EdgeColor, edge); fixed4 onlyEdgeColor = lerp(_BackgroundColor, _EdgeColor, edge); half4 col = lerp(withEdgeColor, onlyEdgeColor, _EdgeOnly); return col; } ENDCG } } }
外发光
Bloom
- 后处理非常常用的Bloom效果,也是最为常用的外发光渲染方案。
- 基本思路为,提取图像中的亮部,渲染为RT,再对这张RT进行模糊,最后再把模糊后的亮部RT叠加回原图,就得到了发光物体外一层光晕的效果。
- HDR可以让颜色亮度高于1,与Bloom配合可以让暗部不会也随着Bloom效果一起发光,仅仅让亮部有Bloom效果
- 实现代码有很多,之前的一篇写后处理的博客也有写过,就不贴代码了
- 效果图
沿法线外扩背面方法实现
-
在上文的沿法线外扩背面实现的描边方法基础上,给背面的alpha像内发光一样,乘以视角与法线点积。不过要稍作改动,让背面从中心向外逐渐透明,模拟光晕的效果。
float ndotv = max(pow(-dot(normal, viewDir),_OutlineFeather), 0.001); fixed4 col = _OutlineColor; col.a *= ndotv;
-
注意:
- 因为是背面的法线,所以点积的范围在[-1,0],要乘以-1让它在0到1之间。
- 内发光是从中心到边缘逐渐变大,而此处是需要让alpha从中心到边缘逐渐变小,所以之前是1-ndotv,现在直接使用ndotv计算
-
全部代码如下
Shader "Custom/Effect/Shine_In"
{
Properties
{
_Color ("Main Color", Color) = (1,1,1,1)
[HDR]_ShineColor ("Shine Color", Color) = (1,1,1,1)
_ShineWidth ("Shine Width", Range(0, 2)) = 1
_ShineFeather ("Shine Feather", Range(0, 10)) = 0
}
SubShader
{
Tags { "Queue"="Transparent" }
LOD 200
Pass
{
Cull Front
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float3 normal : NORMAL;
};
struct v2f
{
float4 pos : SV_POSITION;
float3 worldPos : TEXCOORD0;
float3 normal : TEXCOORD1;
};
half4 _ShineColor;
float _ShineWidth;
float _ShineFeather;
v2f vert (appdata v)
{
v2f o;
float4 viewPos = float4(UnityObjectToViewPos(v.vertex), 1.0);
float3 viewNormal = mul(UNITY_MATRIX_IT_MV, v.normal);
viewNormal.z = -0.5;
float3 normal = normalize(viewNormal);
viewPos += float4(normal, 1.0) * _ShineWidth;
o.pos = mul(UNITY_MATRIX_P, viewPos);
o.worldPos = mul(unity_ObjectToWorld, v.vertex);
o.normal = UnityObjectToWorldNormal(v.normal);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
float3 normal = normalize(i.normal);
float3 viewDir = normalize(UnityWorldSpaceViewDir(i.worldPos));
float ndotv = max(pow(-dot(normal, viewDir),_ShineFeather), 0.001);
fixed4 col = _ShineColor;
col.a *= ndotv;
return col;
}
ENDCG
}
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
};
struct v2f
{
float4 pos : SV_POSITION;
};
half4 _Color;
v2f vert (appdata v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed4 col = _Color;
return col;
}
ENDCG
}
}
}