我是靠谱客的博主 纯真荔枝,最近开发中收集的这篇文章主要介绍SurFace材质的编写(卡通渲染),觉得挺不错的,现在分享给大家,希望可以做个参考。

概述

Shader "Custom/cartoon"
{
Properties
{
_Color ("Color", Color) = (1,1,1,1)
_MainTex ("Albedo (RGB)", 2D) = "white" {}
_Glossiness ("Smoothness", Range(0,50)) = 0.5
_Metallic ("Metallic", Range(0,1)) = 0.0
_BumpMap("BumpMap",2D)="bump"{}//法线
_BumpScale("_BumpScale",float)=1
_ColorTint("ColorTint",Color)=(1,1,1,1)
_RimColor("RimColor",Color)=(1,0,0,1)
_RimPower("RimPower",Range(0.1,8.0))=1
_Steps("Steps",Range(1,30))=1
_ToonEffect("ToonEffect",Range(0,1))=0.5
_Outline("Outline",Range(0,2))=0.5
_OutlineColor("OutlineColor",COLOR)=(0,0,0,0)
_XRayPower("XRayPower",Range(0.0001,3))=0.5
_XRayColor("XRayColor",COLOR)=(1,1,1,1)
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 200
//X-RAY
Pass{
blend SrcAlpha one
ZWrite off
ZTest Greater
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
float _XRayPower;
fixed4 _XRayColor;
struct v2f
{
float4 vertex:SV_POSITION;
float3 worldPos:TEXCOORD0;
float3 worldNormal:TEXCOORD1;
};
v2f vert(appdata_base v)
{
v2f o;
o.vertex=UnityObjectToClipPos(v.vertex);
o.worldNormal=normalize(UnityObjectToWorldNormal(v.normal));
o.worldPos=mul(unity_ObjectToWorld,v.vertex);
return o;
};
fixed4 frag(v2f i):SV_TARGET
{
float3 ViewDir=UnityWorldSpaceViewDir(i.worldPos);
float rim=1- dot( normalize(i.worldNormal),normalize(ViewDir));
return rim*_XRayPower*_XRayColor;
}
ENDCG
}
//描边
Pass{
Name "Outline"
Cull Front
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
float _Outline;
fixed4 _OutlineColor;
struct v2f
{
float4 vertex:SV_POSITION;
};
v2f vert(appdata_base v)
{
v2f o;
o.vertex=UnityObjectToClipPos(v.vertex);
float3 normal=normalize(mul((float3x3)UNITY_MATRIX_IT_MV,v.normal));//模型空间转换到视角空间
float2 viewNormal=TransformViewToProjection(normal.xy);
o.vertex.xy+=viewNormal*_Outline;
return o;
}
float4 frag(v2f i):SV_TARGET
{
return _OutlineColor;
}
ENDCG
}
CGPROGRAM
// Physically based Standard lighting model, and enable shadows on all light types
#pragma surface surf Toon fullforwardshadows finalcolor:final
// Use shader model 3.0 target, to get nicer looking lighting
#pragma target 3.0
sampler2D _MainTex;
sampler2D _BumpMap;
struct Input
{
float2 uv_MainTex;
float2 uv_BumpMap;
float3 viewDir;
};
float _BumpScale;
half _Glossiness;
half _Metallic;
fixed4 _Color;
fixed4 _ColorTint;
fixed4 _RimColor;
float _RimPower;
float _Steps;
float _ToonEffect;
// Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader.
// See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing.
// #pragma instancing_options assumeuniformscaling
UNITY_INSTANCING_BUFFER_START(Props)
// put more per-instance properties here
UNITY_INSTANCING_BUFFER_END(Props)
half4 LightingToon(SurfaceOutput s ,half lightDir,half3 viewDir,half atten)
{
float difLight=dot(lightDir,s.Normal)*0.5+0.5;
difLight=smoothstep(0,1,difLight);
float toon=floor(difLight*_Steps)/_Steps;
difLight=lerp(difLight,toon,_ToonEffect);
fixed3 diffuse=_LightColor0*s.Albedo*difLight;
fixed3 halfdir=normalize(lightDir+viewDir);
fixed3 specular=_LightColor0.rgb*_Color.rgb*pow(max(0,dot(s.Normal,halfdir)),s.Gloss);
return fixed4(diffuse+specular,1);
}
void surf (Input IN, inout SurfaceOutput o)
{
// Albedo comes from a texture tinted by color
fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
o.Albedo = c.rgb;
// Metallic and smoothness come from slider variables
o.Specular = _Metallic;
o.Gloss = _Glossiness;
o.Alpha = c.a;
float3 normal=UnpackNormal(tex2D(_BumpMap,IN.uv_BumpMap));
normal.xy*=_BumpScale;
o.Normal=normal;
half rim=1-dot(normalize(IN.viewDir),o.Normal);
o.Emission=_RimColor*pow(rim,1/_RimPower);
}
void final(Input IN, SurfaceOutput
o,inout fixed4
color )
{
color*=_ColorTint;
}
ENDCG
}
FallBack "Diffuse"
}

最后

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