内置渲染管线
// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld' Shader "SunY/C14-ToonShading" { Properties { _Color("Color Tint", Color) = (1, 1, 1, 1) _MainTex("Main Tex", 2D) = "white"{} _Ramp("Ramp Tex", 2D) = "white"{} _Outline("Outline", Range(0, 1)) = 0.1 _OunlineColor("Outline Color", Color) = (0, 0, 0, 1) _Specular("Specular", Color) = (1, 1, 1, 1) _SpecularScale("Specular Scale", Range(0, 0.1)) = 0.01 } SubShader { Pass { NAME "OUTLINE" Cull Front CGPROGRAM #pragma vertex vert #pragma fragment frag fixed _Outline; fixed4 _OunlineColor; struct a2v { float4 vertex : POSITION; float3 normal : NORMAL; }; struct v2f { float4 pos : SV_POSITION; }; v2f vert(a2v v) { v2f o; float4 pos = mul(UNITY_MATRIX_MV, v.vertex); float3 normal = mul((float3x3)UNITY_MATRIX_IT_MV, v.normal); normal.z = -1; pos = pos + float4(normalize(normal), 0) * _Outline; o.pos = mul(UNITY_MATRIX_P, pos); return o; } fixed4 frag(v2f i) : SV_Target { return fixed4(_OunlineColor.rgb, 1); } ENDCG } Pass { Tags{ "LightMode" = "ForwardBase" } Cull Back CGPROGRAM #include "Lighting.cginc" #include "AutoLight.cginc" #pragma vertex vert #pragma fragment frag #pragma multi_compile_fwdbase fixed4 _Color; sampler2D _MainTex; float4 _MainTex_ST; sampler2D _Ramp; float4 _Ramp_ST; fixed4 _Specular; fixed _SpecularScale; struct a2v { float4 vertex : POSITION; float3 normal : NORMAL; float4 texcoord : TEXCOORD0; }; struct v2f { float4 pos : SV_POSITION; float2 uv : TEXCOORD0; float3 worldNormal : TEXCOORD1; float4 worldPos : TEXCOORD2; SHADOW_COORDS(3) }; v2f vert(a2v v) { v2f o; o.pos = UnityObjectToClipPos(v.vertex); o.uv = TRANSFORM_TEX(v.texcoord, _MainTex); o.worldNormal = UnityObjectToWorldNormal(v.normal); o.worldPos = mul(unity_ObjectToWorld, v.vertex); TRANSFER_SHADOW(o); return o; } fixed4 frag(v2f i) : SV_Target { fixed3 worldNormal = normalize(i.worldNormal); fixed3 worldLightDir = normalize(UnityWorldSpaceLightDir(i.worldPos)); fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(i.worldPos)); fixed3 worldHalfDir = normalize(worldLightDir + worldViewDir); fixed4 c = tex2D(_MainTex, i.uv); fixed3 albedo = c.rgb * _Color; fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz * albedo; UNITY_LIGHT_ATTENUATION(atten, i, i.worldPos); fixed diff = dot(worldNormal, worldLightDir); diff = (diff * 0.5 + 0.5) * atten; fixed3 diffuse = _LightColor0.rgb * albedo * tex2D(_Ramp, float2(diff, diff)).rgb; fixed spec = dot(worldNormal, worldHalfDir); fixed w = fwidth(spec) * 2; fixed3 specular = _Specular.rgb * lerp(0, 1, smoothstep(-w, w, spec + _SpecularScale - 1)) * step(0.0001, _SpecularScale); return fixed4(ambient + diffuse + specular, 1); } ENDCG } } FallBack "Diffuse" }
URP渲染管线
Shader "SunY/C14-U-ToonShading" { Properties { _Color("Color Tint", Color) = (1, 1, 1, 1) _MainTex("Main Tex", 2D) = "white"{} _Ramp("Ramp Tex", 2D) = "white"{} _Outline("Outline", Range(0, 1)) = 0.1 _OutlineColor("Outline Color", Color) = (0, 0, 0, 1) _Specular("Specular", Color) = (1, 1, 1, 1) _SpecularScale("Specular Scale", Range(0, 0.1)) = 0.01 } SubShader { Tags{ "RenderType" = "Opaque" "Queue" = "Geometry" "RenderPipeline" = "UniversalPipeline" } Pass { NAME "OUTLINE" Cull Front HLSLPROGRAM #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #pragma vertex vert #pragma fragment frag half _Outline; half4 _OutlineColor; struct a2v { float4 vertex : POSITION; float3 normal : NORMAL; }; struct v2f { float4 pos : SV_POSITION; }; v2f vert(a2v v) { v2f o; float4 pos = mul(UNITY_MATRIX_MV, v.vertex); float3 normal = mul(UNITY_MATRIX_IT_MV, v.normal); normal.z = -1; pos = pos + float4(normalize(normal), 0) * _Outline; o.pos = TransformWViewToHClip(pos); return o; } half4 frag(v2f i) : SV_Target { return half4(_OutlineColor.rgb, 1); } ENDHLSL } Pass { Tags { "LightMode" = "UniversalForward" } Cull Back HLSLPROGRAM #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #pragma vertex vert #pragma fragment frag #pragma multi_compile _ _MAIN_LIGHT_SHADOWS #pragma multi_compile _ _MAIN_LIGHT_SHADOWS_CASCADE half4 _Color; float4 _MainTex_ST; float4 _Ramp_ST; half4 _Specular; half _SpecularScale; TEXTURE2D(_MainTex); SAMPLER(sampler_MainTex); TEXTURE2D(_Ramp); SAMPLER(sampler_Ramp); struct a2v { float4 vertex : POSITION; float3 normal : NORMAL; float4 texcoord : TEXCOORD0; }; struct v2f { float4 pos : SV_POSITION; float2 uv : TEXCOORD0; float3 worldNormal : TEXCOORD1; float3 worldPos : TEXCOORD2; }; v2f vert(a2v v) { v2f o; o.pos = TransformObjectToHClip(v.vertex); o.uv = TRANSFORM_TEX(v.texcoord, _MainTex); o.worldNormal = TransformObjectToWorldDir(v.normal); o.worldPos = TransformObjectToWorld(v.vertex).xyz; return o; } half4 frag(v2f i) : SV_Target { float4 SHADOW_COORDS = TransformWorldToShadowCoord(i.worldPos); Light light = GetMainLight(SHADOW_COORDS); half3 worldNormal = normalize(i.worldNormal); half3 worldLightDir = normalize(light.direction); half4 c = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.uv); half3 albedo = c.rgb * _Color; // 环境光 half3 ambient = _GlossyEnvironmentColor * albedo; half diff = dot(worldNormal, worldLightDir); diff = (diff * 0.5 + 0.5) * light.shadowAttenuation; half3 diffuse = light.color * albedo * diff; // 计算高光反射 half3 worldViewDir = normalize(_WorldSpaceCameraPos.xyz - i.worldPos); half3 worldHalfDir = normalize(worldViewDir + worldLightDir); half spec = dot(worldNormal, worldHalfDir); half w = fwidth(spec) * 2; half3 specular = light.color.rgb * _Specular.rgb * lerp(0, 1, smoothstep(-w, w, spec + _SpecularScale - 1)) * step(0.0001, _SpecularScale); return half4(ambient + diffuse + specular, 1); } ENDHLSL } } }
浙公网安备 33010602011771号