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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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