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卡通效果

卡通效果

作者: 星易乾川 | 来源:发表于2018-07-31 19:16 被阅读0次

最近公司要启动新项目,所以研究了一下卡通渲染,参考崩坏3与罪恶装备的效果


效果图.jpg 材质面板.jpg

通过backface做的轮廓描边,接着使用绘制的轮廓内贴图通过调整UV的方式呈现,原因是为了防止马赛克的出现


轮廓内描线图.jpg
UV调整图.jpg

阴影是通过阴影图加定点颜色来控制,比较灵活,顶点颜色甚至可以使用Unity来绘制


阴影图.jpg

以下是代码分享:

Shader "BaseTest" {
    Properties {
        _Color ("Color Tint", Color) = (1, 1, 1, 1)
        _Darken ("Darken Color", Color) = (1, 1, 1, 1)
        _RimPower ("RimPower", Range(-1, 10)) = 0
        _MainTex ("Main Tex", 2D) = "white" {}
        _DarkenInnerLineColor("Darken Inner Line Color", Range(0, 1)) = 0.2
        _ILMTex("ILM (RGB)", 2D) = "white" {}
        _Outline("Outline Width", Range(.0, 2)) = .5
        _LightMap ("LightMap", 2D) = "white" {}
        _LightArea ("LightArea", Range(-1, 1)) = 0
        _LightArea1 ("LightArea1", Range(-1, 1)) = 0
        _SecondShadow ("SecondShadow", Range(-1, 1)) = 0
        _OutlineCol("OutlineCol", Color) = (1,0,0,1)
        _FirstShadowMultColor("FirstShadowMultColor", Color) = (1,1,1,1)
        _SecondShadowMultColor("SecondShadowMultColor", Color) = (1,1,1,1)
        _Shininess("Shininess", Range(0, 256)) = 0
        _LightSpecColor("LightSpecColor", Color) = (1, 1, 1, 1)
        _SpecMulti("SpecMulti", Range(0, 256)) = 0
    }
    SubShader {
        Tags { "RenderType"="Opaque" "Queue"="Geometry"}
        
        Pass { 
            Tags { "LightMode"="ForwardBase" }
            Cull Front
            offset 1,1
        
            CGPROGRAM
            
            #pragma multi_compile_fwdbase   
            
            #pragma vertex vert
            #pragma fragment frag
            
            #include "UnityCG.cginc"
            
            
            uniform float _Outline;
    
            fixed4 _OutlineCol;
        
            struct a2v {
                float4 vertex : POSITION;
                float3 normal : NORMAL;
                
            };
            
            struct v2f {
                float4 pos : SV_POSITION;
            
            
            };
            
            v2f vert(a2v v) {
                v2f o;
                o.pos = UnityObjectToClipPos(v.vertex);
             
                float3 norm = mul((float3x3)UNITY_MATRIX_IT_MV, v.normal);
                float2 offset = TransformViewToProjection(norm.xy);
                o.pos.xy += offset * _Outline * 0.5 ;
                
                return o;
            }
            
            fixed4 frag(v2f i) : SV_Target {
                                            
                return _OutlineCol;
                
            }
            
            ENDCG
        }

        Pass{
        
            Tags { "LightMode"="ForwardBase" }
            Cull Back
            
            
            CGPROGRAM
            
            #pragma multi_compile_fwdbase   
            
            #pragma vertex vert
            #pragma fragment frag
            
            #include "UnityCG.cginc"
            #include "Lighting.cginc"
            #include "AutoLight.cginc"
            
            uniform float _Outline;
            fixed4 _Color;
            sampler2D _MainTex;
            float4 _MainTex_ST;
            //fixed4 _Specular;
            float _Shininess;
            sampler2D _LightMap;
            sampler2D _ILMTex;
            float _LightArea;
            fixed4 _FirstShadowMultColor;
            fixed4 _SecondShadowMultColor;
            uniform float _DarkenInnerLineColor;
            float _SecondShadow;
            float _RimPower;
            fixed4 _Darken;
            float _LightArea1;
            fixed4 _LightSpecColor;
            float _SpecMulti;
            struct a2v {
                float4 vertex : POSITION;
                float3 normal : NORMAL;
                float4 texcoord : TEXCOORD0;
                float4 color : COLOR;
            };
            
            struct v2f {
                float4 pos : SV_POSITION;
                float4 uv : TEXCOORD0;
                float3 worldPos : TEXCOORD1;
                float3 worldNormal :  TEXCOORD2; 
                float4 color : COLOR;
                SHADOW_COORDS(5)
            };
            
            v2f vert(a2v v) {
                v2f o;
                o.pos = UnityObjectToClipPos(v.vertex);
             
                o.uv.xy = v.texcoord.xy * _MainTex_ST.xy + _MainTex_ST.zw;
                        
                o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;  
                
                o.worldNormal = UnityObjectToWorldNormal(v.normal);  

                o.color = v.color;
                                            
                TRANSFER_SHADOW(o);
                
                return o;
            }
            
            fixed4 frag(v2f i) : SV_Target {
                
                fixed3 lightDir = normalize(UnityWorldSpaceLightDir(i.worldPos));
                fixed3 viewDir = normalize(UnityWorldSpaceViewDir(i.worldPos));
                            
                
                fixed3 albedo = tex2D(_MainTex, i.uv.xy).rgb * _Color.rgb;
                fixed4 cILM = tex2D(_ILMTex, i.uv.xy);
                float clampedLineColor = cILM.a;
                if (clampedLineColor < _DarkenInnerLineColor)
                clampedLineColor = _DarkenInnerLineColor; 
                half3 InnerLineColor = half3(clampedLineColor,clampedLineColor,clampedLineColor);
                float rim = max(0, dot(viewDir, i.worldNormal));
                fixed3 rimColor = _Darken * pow(rim, 1 / _RimPower);
                rimColor*=1-InnerLineColor;
                rimColor = 1-rimColor;
                fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz * albedo;
                fixed3 lightMapColor = tex2D(_LightMap, i.uv.xy).rgb;
                fixed mask = lightMapColor.r * i.color.r;
                half halfLambert = max(0, dot( i.worldNormal, lightDir))*0.5+0.5;
                    mask  += saturate(halfLambert);
                    mask  = mask *0.5 +(-_LightArea) + 1;
                int lightStep = step(1,mask);  //1>mask  1 : 0
                    
                    fixed3 firstShadow = albedo.xyz * _FirstShadowMultColor.rgb;
                    if(lightStep!=0)//1>mask用固有色
                        firstShadow = albedo.xyz;
                    else            //1<mask用阴影
                        firstShadow = firstShadow ; 
                fixed3 secondShadow = albedo.xyz * _SecondShadowMultColor.rgb;
                fixed secMask = i.color.r * lightMapColor.y + saturate(halfLambert);
                    secMask = secMask *0.5 + (-_SecondShadow)+1;
                    lightStep = step(1, secMask);
                    if(lightStep !=0)
                        secondShadow= albedo.xyz;
                    else
                        secondShadow= secondShadow;

                fixed sep = i.color.r * lightMapColor.y + _LightArea1;
                int sepMask = step(1,sep);
                fixed3 finalColor;
                if(sepMask != 0)  //1>mask   1:0
                    finalColor= firstShadow;
                else              //1<mask
                     finalColor= secondShadow;
                //fixed3 diffuse = _LightColor0.rgb * albedo * max(0, dot(bump, lightDir));
                
                //fixed3 halfDir = normalize(lightDir + viewDir);
                //fixed3 specular = _LightColor0.rgb * _Specular.rgb * pow(max(0, dot(bump, halfDir)), _Gloss);
                
                
                float3 halfView =  normalize(viewDir + normalize(_WorldSpaceLightPos0.xyz));
                
                float shinPow = pow(max(dot(normalize(i.worldNormal.xyz), halfView), 0), _Shininess);
                float oneMinusSpec = 1 - lightMapColor.z;
                oneMinusSpec = oneMinusSpec - shinPow;
                int specMaslk = step(0,oneMinusSpec);
                fixed3 specColor = _SpecMulti * _LightSpecColor.xyz;
                specColor = lightMapColor.x * specColor;
                if(specMaslk!=0)
                     specColor = 0;
                else
                     specColor = specColor;
                UNITY_LIGHT_ATTENUATION(atten, i, i.worldPos);
                //return fixed4( albedo /** InnerLineColor *//*+finalColor*/, 1.0);
                //return fixed4( albedo*(1-rimColor)+finalColor, 1.0);
                return fixed4( (albedo * rimColor +finalColor  )/2 + specColor, 1.0);
                //return fixed4(ambient + (diffuse + specular) * atten /*+ reflectColor*/, 1.0);
            }   
            ENDCG   
        }
        }
        }

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