Unity Shader (四)片段程序示例

 

1、环境光+漫反射+高光+点光源

Shader "Custom/Example_Frag_1" {
    properties
    {
        _MainColor("Main Color",color)=(1,1,1,1)
        _SpecularColor("Specular Color",color)=(1,1,1,1) //高光颜色
        _Shininess("Shininess",range(1,32))=8 //高光范围
    }
    Subshader
    {
        pass{
            tags{"LightMode"="Forwardbase"}

            CGPROGRAM

            #pragma vertex vert
            #pragma fragment frag
            #include "unitycg.cginc"
            #include "lighting.cginc"

            float4 _MainColor;
            float4 _SpecularColor;
            float _Shininess;

            struct v2f
            {
                float4 pos:POSITION;
                float3 normal:TEXCOORD1;
                fixed4 vertex:COLOR;
            };


            v2f vert(appdata_base v)
            {
                v2f o;
                o.pos=UnityObjectToClipPos(v.vertex);
                o.normal=v.normal;
                o.vertex=v.vertex;
                return o;
            }
            float4 frag(v2f IN):COLOR
            {
                //Ambinet color 环境光
                fixed4 col=UNITY_LIGHTMODEL_AMBIENT;

                //Diffuse Color 漫反射光 dot(N,L)
                float3 N=UnityObjectToWorldNormal(IN.normal);
                float3 L=normalize(WorldSpaceLightDir(IN.vertex));
                float diffuseScale=saturate(dot(N,L));
                col+=_LightColor0*_MainColor*diffuseScale;

                //Specular Color 高光
                float3 V=normalize(WorldSpaceViewDir(IN.vertex));
                float3 R=2*dot(N,L)*N-L;//反射光,方案一
//                float3 I=-WorldSpaceLightDir(IN.vertex);
//                float3 R=reflect(I,N);//反射光,方案二
                float specularScale=saturate(dot(R,V));
                col+=_SpecularColor*pow(specularScale,_Shininess);

                //compute 4 points lighting 点光源
                float3 wpos=mul(_Object2World,IN.vertex).xyz;
                col.rgb+=Shade4PointLights
                (
                    unity_4LightPosX0,unity_4LightPosY0,unity_4LightPosZ0,
                    unity_LightColor[0].rgb,unity_LightColor[1].rgb,unity_LightColor[2].rgb,unity_LightColor[3].rgb,
                    unity_4LightAtten0,
                    wpos,N
                );
                return col;//漫反射+环境光
            }

            ENDCG
        }
    }
}

 2、阴影

Shader "Custom/Example_Frag_2" {
    properties
    {
        _MainColor("Main Color",color)=(1,1,1,1)
        _SpecularColor("Specular Color",color)=(1,1,1,1) //高光颜色
        _Shininess("Shininess",range(1,32))=8 //高光范围
    }
    Subshader
    {

//        pass
//        {
//            tags{"LightMode"="shadowcaster"}//这种方式只能为方向光添加投射阴影
//        }

        pass{
            tags{"LightMode"="Forwardbase"}

            CGPROGRAM

            #pragma vertex vert
            #pragma fragment frag
            #include "unitycg.cginc"
            #include "lighting.cginc"

            float4 _MainColor;
            float4 _SpecularColor;
            float _Shininess;

            struct v2f
            {
                float4 pos:POSITION;
                float3 normal:TEXCOORD1;
                fixed4 vertex:COLOR;
            };


            v2f vert(appdata_base v)
            {
                v2f o;
                o.pos=UnityObjectToClipPos(v.vertex);
                o.normal=v.normal;
                o.vertex=v.vertex;
                return o;
            }
            float4 frag(v2f IN):COLOR
            {
                //Ambinet color 环境光
                fixed4 col=UNITY_LIGHTMODEL_AMBIENT;

                //Diffuse Color 漫反射光 dot(N,L)
                float3 N=UnityObjectToWorldNormal(IN.normal);
                float3 L=normalize(WorldSpaceLightDir(IN.vertex));
                float diffuseScale=saturate(dot(N,L));
                col+=_LightColor0*_MainColor*diffuseScale;

                //Specular Color 高光
                float3 V=normalize(WorldSpaceViewDir(IN.vertex));
                float3 R=2*dot(N,L)*N-L;//反射光,方案一
//                float3 I=-WorldSpaceLightDir(IN.vertex);
//                float3 R=reflect(I,N);//反射光,方案二
                float specularScale=saturate(dot(R,V));
                col+=_SpecularColor*pow(specularScale,_Shininess);

                //compute 4 points lighting 点光源
                float3 wpos=mul(unity_ObjectToWorld,IN.vertex).xyz;
                col.rgb+=Shade4PointLights
                (
                    unity_4LightPosX0,unity_4LightPosY0,unity_4LightPosZ0,
                    unity_LightColor[0].rgb,unity_LightColor[1].rgb,unity_LightColor[2].rgb,unity_LightColor[3].rgb,
                    unity_4LightAtten0,
                    wpos,N
                );
                return col;//漫反射+环境光
            }

            ENDCG
        }
    }
    //取巧的方法是,让其回滚到系统自带的Diffuse中,
    //这样既可以产生方向光阴影,点光源也可以产生阴影
    fallback "Diffuse"
}

 3、镂空效果

Subshader
    {
        Tags{"Queue"="Transparent"}
        pass{
            blend srcAlpha oneMinussrcalpha
       zwrite off CGPROGRAM
#pragma vertex vert #pragma fragment frag #include "unitycg.cginc" float _Scale; struct v2f { float4 pos:POSITION; float3 normal:TEXCOORD0; fixed4 vertex:TEXCOORD1; }; v2f vert(appdata_base v) { v2f o; o.pos=UnityObjectToClipPos(v.vertex); o.normal=v.normal; o.vertex=v.vertex; return o; } float4 frag(v2f IN):COLOR { float3 N=UnityObjectToWorldNormal(IN.normal); float3 V=UnityWorldSpaceViewDir(IN.vertex); float bright=1.0-saturate(dot(N,V)); bright=pow(bright,_Scale); return fixed4(1,1,1,1)*bright; } ENDCG } } }

 4、描边

Shader "Custom/Example_Frag_4" {
    properties
    {
        _MainColor("MainColor",color)=(1,1,1,1)
        _Scale("Scale",range(1,8))=2
        _Outer("Outer",range(0,1))=0.2
    }
    Subshader
    {
        Tags{"Queue"="Transparent"}
        pass{
            blend srcAlpha oneMinussrcalpha
            zwrite off

            CGPROGRAM

            #pragma vertex vert
            #pragma fragment frag
            #include "unitycg.cginc"

            float4 _MainColor;
            float _Scale;
            float _Outer;

            struct v2f
            {
                float4 pos:POSITION;
                float3 normal:TEXCOORD0;
                fixed4 vertex:TEXCOORD1;
            };


            v2f vert(appdata_base v)
            {
                v.vertex.xyz+=v.normal*_Outer;
                v2f o;
                o.pos=UnityObjectToClipPos(v.vertex);
                o.normal=v.normal;
                o.vertex=v.vertex;
                return o;
            }
            float4 frag(v2f IN):COLOR
            {
                float3 N=UnityObjectToWorldNormal(IN.normal);
                float3 V=UnityWorldSpaceViewDir(IN.vertex);
                float bright=saturate(dot(N,V));
                bright=pow(bright,_Scale);
                _MainColor.a*=bright;
                return _MainColor;
            }

            ENDCG
        }
    
    pass{
            blendop revsub
            blend dstalpha one
            zwrite off

            CGPROGRAM

            #pragma vertex vert
            #pragma fragment frag
            #include "unitycg.cginc"

            struct v2f
            {
                float4 pos:POSITION;
            };


            v2f vert(appdata_base v)
            {
                v2f o;
                o.pos=UnityObjectToClipPos(v.vertex);
                return o;
            }
            float4 frag(v2f IN):COLOR
            {
                return fixed4(1,1,1,1);
            }

            ENDCG
        }
    
        pass{
            blend srcAlpha oneMinussrcalpha
            zwrite off

            CGPROGRAM

            #pragma vertex vert
            #pragma fragment frag
            #include "unitycg.cginc"

            float _Scale;

            struct v2f
            {
                float4 pos:POSITION;
                float3 normal:TEXCOORD0;
                fixed4 vertex:TEXCOORD1;
            };


            v2f vert(appdata_base v)
            {
                v2f o;
                o.pos=UnityObjectToClipPos(v.vertex);
                o.normal=v.normal;
                o.vertex=v.vertex;
                return o;
            }
            float4 frag(v2f IN):COLOR
            {
                float3 N=UnityObjectToWorldNormal(IN.normal);
                float3 V=UnityWorldSpaceViewDir(IN.vertex);
                float bright=saturate(dot(N,V));
                bright=pow(bright,_Scale);
                return fixed4(1,1,1,1)*bright;
            }

            ENDCG
        }
    }

}

 5、贴图及光照贴图

Shader "Custom/Example_Frag_6" {
    Properties {
        _MainTex ("Albedo (RGB)", 2D) = "white" {}
    }
    SubShader {
        pass{
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            #include "unitycg.cginc"

            sampler2D _MainTex;
            float4 _MainTex_ST;

            struct v2f{
                float4 pos:POSITION;
                float2 uv:TEXCOORD0;
                float2 uv_lighting:TEXCOORD1;
            };
            v2f vert(appdata_full v)
            {
                v2f o;
                o.pos=UnityObjectToClipPos(v.vertex);
                o.uv=TRANSFORM_TEX(v.texcoord,_MainTex);//让属性面板中的Tiling和Offset起作用,这里需要声明 _ST 后缀的变量,这里是_MainTex_ST
                o.uv_lighting=v.texcoord1.xy*unity_LightmapST.xy+unity_LightmapST.zw;//使用光照贴图
                return o;

            }
            fixed4 frag(v2f IN):COLOR
            {
                float3 lm=DecodeLightmap(UNITY_SAMPLE_TEX2D(unity_Lightmap,IN.uv_lighting));//解码光照贴图
                fixed4 color=tex2D(_MainTex,IN.uv);
                color.rgb*=lm;
                return color;
            }
            ENDCG
        }
    }
}

 

 6、波

Shader "Custom/Example_Frag_7" {
    Properties {
        _MainTex ("Albedo (RGB)", 2D) = "white" {}
        _F("F",range(1,30))=10
        _A("A",range(0,0.1))=0.01
        _R("R",range(0,1))=0
    }
    SubShader {
        pass{
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            #include "unitycg.cginc"

            sampler2D _MainTex;
            float4 _MainTex_ST;
            float _F;
            float _A;
            float _R;

            struct v2f{
                float4 pos:POSITION;
                float2 uv:TEXCOORD0;
            };
            v2f vert(appdata_full v)
            {
                v2f o;
                o.pos=UnityObjectToClipPos(v.vertex);
                o.uv=TRANSFORM_TEX(v.texcoord,_MainTex);
                return o;

            }
            fixed4 frag(v2f IN):COLOR
            {
//                IN.uv+=0.01*sin(IN.uv*3.14*_F+_Time.y);//水波

                float2 uv=IN.uv;
                float dis=distance(uv,float2(0.5,0.5));
                float scale=0;
                _A*=saturate(1-dis/_R);
                scale=_A*sin(-dis*3.14*_F+_Time.y);//圆形涟漪
                uv=uv+uv*scale;
                fixed4 color=tex2D(_MainTex,uv);
                return color;
            }
            ENDCG
        }
    }
}

 7、模糊

Shader "Custom/Example_Frag_8" {
    Properties {
        _MainTex ("Albedo (RGB)", 2D) = "white" {}
        _F("F",range(1,30))=10
        _A("A",range(0,0.1))=0.01
        _R("R",range(0,1))=0
    }
    SubShader {
        pass{
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            #include "unitycg.cginc"
            #pragma target 3.0
            sampler2D _MainTex;
            float4 _MainTex_ST;
            float _F;
            float _A;
            float _R;

            struct v2f{
                float4 pos:POSITION;
                float2 uv:TEXCOORD0;
                float z:TEXCOORD1;
            };
            v2f vert(appdata_full v)
            {
                v2f o;
                o.pos=UnityObjectToClipPos(v.vertex);
                o.uv=TRANSFORM_TEX(v.texcoord,_MainTex);
                o.z=mul(unity_ObjectToWorld,v.vertex).z;
                return o;

            }
            fixed4 frag(v2f IN):COLOR
            {
                float2 dsdx=ddx(IN.z)*10;
                float2 dsdy=ddy(IN.z)*10;
                fixed4 color=tex2D(_MainTex,IN.uv,dsdx,dsdy);//越正对的面越清晰,背对着的面模糊
                return color;
            }
            ENDCG
        }
    }
}

 

posted on 2018-03-13 16:21  Jason_c  阅读(742)  评论(0编辑  收藏  举报