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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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