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Shader学习——颜色阶级,渐进纹理

Shader学习——颜色阶级,渐进纹理

作者: BacteriumFox | 来源:发表于2019-08-25 15:42 被阅读0次

两种方式表现出来的效果相同

  • 颜色阶级
Shader "Unlit/019"
{
    Properties
    {
        _MainTex ("Texture", 2D) = "white" {}
        _Diffuse ("漫反射", Color) = (1,1,1,1)
        _Steps("颜色阶级", Range(1,30)) = 1
        _ToonEffect("卡通效果", Range(0,1) ) = 0.5
    }
    SubShader
    {
        Tags { "RenderType"="Opaque" }
        LOD 100
    
        Pass
        {
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            #include "UnityCG.cginc"
            //引入光照
            #include "Lighting.cginc" 
             
            struct v2f
            {
                float2 uv : TEXCOORD0;
                float4 vertex : SV_POSITION;
                fixed3 worldNormal : TEXCOORD1;
                float3 worldPos : TEXCOORD2;
            };

            sampler2D _MainTex;
            float4 _MainTex_ST;
            float4 _Diffuse;
            float _Steps;
            float _ToonEffect;

            v2f vert (appdata_base v)
            {
                v2f o;
                //顶点位置
                o.vertex = UnityObjectToClipPos(v.vertex);
                //法线方向
                o.worldNormal = UnityObjectToWorldNormal(v.normal);
                //世界坐标
                o.worldPos = mul(unity_ObjectToWorld,v.vertex);
                //纹理坐标缩放偏移
                o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
              
                return o;
            }

            fixed4 frag (v2f i) : SV_Target
            {
                // 纹理采样
                fixed4 albedo = tex2D(_MainTex, i.uv);

                //光源方向
                fixed3 worldLightDir = UnityWorldSpaceLightDir (i.worldPos);

                //半兰伯特模型=映射值为正数(表面法线方向 · 光源方向)
                float difLight = dot(worldLightDir,i.worldNormal)*0.5+0.5;

                //颜色平滑在【0,1】之间
                difLight = smoothstep(0,1,difLight);
                //颜色离散化
                float toon = floor(difLight * _Steps) / _Steps;
                difLight = lerp(difLight,toon,_ToonEffect);

                //漫反射光=入射光线强度*纹素值*材质的漫反射系数*半兰伯特模型
                fixed3 diffuse = _LightColor0.rgb * albedo * _Diffuse.rgb * difLight;

                //环境光
                fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz;

                fixed3 color = ambient + diffuse;
                return fixed4(color,1);
            }
            ENDCG
        }
    }
}
  • 渐进纹理
Shader "Unlit/019"
{
    Properties
    {
        _MainTex ("Texture", 2D) = "white" {}
        _Diffuse ("漫反射", Color) = (1,1,1,1)
        _RampTex("渐进纹理",2D)="while"{}
    }
    SubShader
    {
        Tags { "RenderType"="Opaque" }
        LOD 100
              
        Pass
        {
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            #include "UnityCG.cginc"
            //引入光照
            #include "Lighting.cginc" 
             
            struct v2f
            {
                float2 uv : TEXCOORD0;
                float4 vertex : SV_POSITION;
                fixed3 worldNormal : TEXCOORD1;
                float3 worldPos : TEXCOORD2;
            };

            sampler2D _MainTex;
            float4 _MainTex_ST;
            float4 _Diffuse;
            sampler2D _RampTex;
            
            v2f vert (appdata_base v)
            {
                v2f o;
                //顶点位置
                o.vertex = UnityObjectToClipPos(v.vertex);
                //法线方向
                o.worldNormal = UnityObjectToWorldNormal(v.normal);
                //世界坐标
                o.worldPos = mul(unity_ObjectToWorld,v.vertex);
                //纹理坐标缩放偏移
                o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
              
                return o;
            }

            fixed4 frag (v2f i) : SV_Target
            {
                // 纹理采样
                fixed4 albedo = tex2D(_MainTex, i.uv);
                
                //光源方向
                fixed3 worldLightDir = UnityWorldSpaceLightDir (i.worldPos);

                //半兰伯特模型=映射值为正数(表面法线方向 · 光源方向)
                float difLight = dot(worldLightDir,i.worldNormal)*0.5+0.5;

                //渐进纹理采样
                fixed4 rampColor = tex2D(_RampTex, fixed2(difLight,difLight));

                //漫反射光=入射光线强度*纹素值*材质的漫反射系数*渐进纹理
                fixed3 diffuse = _LightColor0.rgb * albedo * _Diffuse.rgb * rampColor;
  
                //环境光
                fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz;

                fixed3 color = ambient + diffuse;
                return fixed4(color,1);
            }
            ENDCG
        }
    }
}

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