两种方式表现出来的效果相同
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
}
}
}
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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