Unity-默认渲染管线-刻晴卡渲shader
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1.1贴图
共使用以上7张贴图,分别是面部阴影贴图、身体颜色贴图、头发颜色贴图、参数贴图、ramp texture、参数贴图、脸部颜色贴图。
1.2Pass
该shader主要有三个pass,分别是角色主要颜色和光照输出的结果,轮廓边,阴影输出。
1.3光照
1.4分支
身体、脸部、头发三个分支
//分支声明
#pragma shader_feature __ _SHADERENUM_BASE _SHADERENUM_FACE _SHADERENUM_HAIR
1.5采样ramp贴图方法
//ramptexture 采样函数
float3 NPR_Ramp(float NdotL)
float halfLambertRamp = smoothstep(0.0, 0.5, NdotL * 0.5 + 0.5);
if(_InNight > 0.0)
float3 var_rampTex = tex2D(_RampTex, float2(halfLambertRamp, _RampMapYRange));
return var_rampTex;
else
float3 var_rampTex = tex2D(_RampTex, float2(halfLambertRamp, _RampMapYRange + 0.5));
return var_rampTex;
用的是半兰伯特光照模型,因为是将(半兰伯特模型所得到的结果,所需采样的颜色参数)作为uv坐标来对贴图进行采样,从而可以达到实现不同的颜色效果。
1.6采样高光贴图方法
//specular
float NPR_Specular(float HdotN, float4 var_ParamTex, float3 baseCol)
//不同分支用不同的高光贴图
#if defined(_SHADERENUM_HAIR)
float specularPow = pow(HdotN, var_ParamTex.a * _SpecularPow);
#else
float specularPow = pow(HdotN, var_ParamTex.r * _SpecularPow);
#endif
float3 specularCol = var_ParamTex.b * baseCol; //主颜色乘阴影
#if defined(_SHADERENUM_HAIR)
float specular = smoothstep(0.4, 0.5, specularPow) * lerp(_SpecularInt, 1.0, var_ParamTex.b) * specularCol ;
return specular;
#else
float specular = smoothstep(0.4, 0.5, specularPow) * var_ParamTex.b * specularCol;
return specular;
#endif
用的是Blinn-Phong光照模型,参数贴图不同通道贴图如下,分别是高光范围贴图、AO贴图。
1.7采样金属贴图方法
//metal
float3 NPR_Metal(float3 nDirVS, float4 var_ParamTex, float3 baseCol)
float2 mapUV = nDirVS.rg * 0.5 + 0.5;
float3 var_matcap = tex2D(_Matcap, mapUV);
#if defined(_SHADERENUM_HAIR)
float3 metalCol = var_matcap * baseCol * var_ParamTex.a;
return metalCol;
#else
float3 metalCol = var_matcap * baseCol * var_ParamTex.r;
return metalCol;
#endif
1.8边缘光方法
//边缘光,用菲尼尔
float3 NPR_Rim(float3 VdotN, float3 NdotL, float3 baseCol)
float3 light = 1 - (NdotL * 0.5 + 0.5);
float3 rim = (1.0 - smoothstep(_RimPow, _RimPow + 0.03, VdotN) * _RinInt * light) * baseCol ;
return rim;
1.9自发光方法
//自发光
float3 NPR_emissionCol(float emissionTex, float3 baseCol)
float3 emission = emissionTex * _EmissionInt * baseCol * abs((frac(_Time.y * 0.5) - 0.5) * _EmissionSpeed);
return emission;
1.10面部阴影方法
//脸部
float3 NRF_FaceShadow(float ndotl, float3 baseCol, float var_FaceShadowTex, float3 lDir)
float3 Up = float3(0.0, 1.0, 0.0);
float3 Front = unity_ObjectToWorld._12_22_32;
float3 Right = cross(Up, Front);
float2 rightXZ = normalize(Right.xz);
float2 lDirXZ = normalize(lDir.xz);
float switchShadow = dot(rightXZ, lDirXZ) * 0.5 + 0.5 < 0.5;
float FaceShadow = lerp(var_FaceShadowTex, 1- var_FaceShadowTex, switchShadow) ;
float frontXZ = normalize(Front.xz);
float FaceShadowRange = dot(frontXZ, lDirXZ);
float lightAttenuation = 1 - smoothstep(FaceShadowRange - _FaceShadowRangeSmooth, FaceShadowRange + _FaceShadowRangeSmooth, FaceShadow);
float3 rampCol = NPR_Ramp(lightAttenuation *(ndotl * 5), _RampMapYRange)+0.35;
float3 faceCol = rampCol * baseCol + ndotl * 0.1;
return faceCol;
所采样的贴图为下图,因为通过判断所计算光与模型右边的点积得到结果数值,从而改变uv采样坐标,得到不同方向光照下对阴影贴图的取样结果。
2.1控制全局光照参数脚本
using System.Collections.Generic;
using System.IO;
using System.Linq;
using UnityEditor;
using UnityEngine;
using UnityEngine.Rendering;
public class lightingcontrollor : MonoBehaviour
public float _RampMapYRange = 0.3f;
public float _SpecularPow = 50.0f;
public float _SpecularInt = 2.0f;
public float _RimPow = 1.0f;
public float _RinInt = 1.0f;
public float _EmissionInt = 2.0f;
public float _EmissionSpeed = 2.0f;
public float _FaceShadowRangeSmooth = 0.1f;
public float _OutlineWidth = 0.0001f;
public Color _OutlineCol = Color.black;
private void OnEnable()
UpdateGlobalProperties();
public void UpdateGlobalProperties()
Shader.SetGlobalFloat("_RampMapYRange", _RampMapYRange);
Shader.SetGlobalFloat("_SpecularPow", _SpecularPow);
Shader.SetGlobalFloat("_SpecularInt", _SpecularInt);
Shader.SetGlobalFloat("_RimPow", _RimPow);
Shader.SetGlobalFloat("_RinInt", _RinInt);
Shader.SetGlobalFloat("_EmissionInt", _EmissionInt);
Shader.SetGlobalFloat("_EmissionSpeed", _EmissionSpeed);
Shader.SetGlobalFloat("_FaceShadowRangeSmooth", _FaceShadowRangeSmooth);
Shader.SetGlobalFloat("_OutlineWidth", _OutlineWidth);
Shader.SetGlobalColor("_OutlineCol", _OutlineCol);
3.1脚本GUI
using UnityEditor;
using UnityEngine;
[CustomEditor(typeof(lightingcontrollor))]
public class lightingcontrollorGUI : Editor
// 重载GUI绘制方法
public override void OnInspectorGUI()
// 获取控制器
var controller = target as lightingcontrollor;
// 判空
if (controller == null) return;
// 绘制参数面板区
DrawGlobalProperties(controller);
// 组开关变量
private bool _groupAToggle;
private bool _groupBToggle;
private void DrawGlobalProperties(lightingcontrollor controller)
EditorGUI.BeginChangeCheck();
// 参数组A: 光照参数配置
_groupAToggle = EditorGUILayout.BeginFoldoutHeaderGroup(_groupAToggle, "光照参数配置");
if (_groupAToggle)
controller._RampMapYRange = EditorGUILayout.Slider(
"RampTexture采样颜色",
controller._RampMapYRange,
0.0f, 0.5f);
controller._SpecularPow = EditorGUILayout.Slider(
"高光次幂",
controller._SpecularPow,
10.0f, 200.0f);
controller._SpecularInt = EditorGUILayout.Slider(
"高光强度",
controller._SpecularInt,
0.0f, 5.0f);
controller._RimPow = EditorGUILayout.Slider(
"边缘光幂",
controller._RimPow,
0.0f, 2.0f);
controller._RinInt = EditorGUILayout.Slider(
"边缘光强度",
controller._RinInt,
0.0f, 0.5f);
controller._EmissionInt = EditorGUILayout.Slider(
"自发光强度",
controller._EmissionInt,
1.0f, 5.0f);
controller._EmissionSpeed = EditorGUILayout.Slider(
"发光频率",
controller._EmissionSpeed,
1.0f, 4.0f);
controller._FaceShadowRangeSmooth = EditorGUILayout.Slider(
"面部阴影模糊程度",
controller._FaceShadowRangeSmooth,
0.1f, 1.0f);
EditorGUILayout.EndFoldoutHeaderGroup();
// 参数组B: 描边参数配置
_groupBToggle = EditorGUILayout.BeginFoldoutHeaderGroup(_groupBToggle, "描边参数配置");
if (_groupBToggle)
controller._OutlineCol = EditorGUILayout.ColorField(
"RampTexture采样颜色",
controller._OutlineCol);
controller._OutlineWidth = EditorGUILayout.Slider(
"轮廓线宽度",
controller._OutlineWidth,
0.0001f, 0.0003f);
EditorGUILayout.EndFoldoutHeaderGroup();
if (EditorGUI.EndChangeCheck())
controller.UpdateGlobalProperties();
EditorUtility.SetDirty(controller);
4.1结果
unityHDRP渲染管线 VolumeLight
参考技术A 1.首先要打开HDRP渲染管线2.在HDRPAsset 勾选Volumetrics (这个是控制全局是否有这效果的)
3.创建Density Volume 包围住整个需要包裹范围的场景
4.Scence setting 加入Volumetric fog功能
5.在包裹范围内加入spot light
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