庄懂-BoyanTata的个人空间_哔哩哔哩_Bilibili
案例_赛博小人 模型准备 平常所说的1U,2U对应Unity的是0U,1U 3Dsmax的顺序是从1开始的;Unity_UV的顺序是从0开始的 特效贴图制作 再需要一张模型的Position纹理 低频信息就是在整个纹理上,它的过渡比较平缓,它没有很高的相邻的对比,所以这张纹理不需要太大 烘焙了一张位置的模型信息,用这个位置信息去算它这个3D_Noise_噪声强度,并这个噪声强度转化到模型的UV空间,又把它拍平到它的UV空间的一个2D的Noise上(这张图是256*256,也是低频信号 ) Edge_Detect 边缘检测节点 Flood Fill连接Flood Fill To Random GrayScale是SD常用的作图套路 代码部分
Shader "AP01/L21/CyberPunk" { Properties { [Header(Texture)] _MainTex ("RGB:基础颜色 A:环境遮罩", 2D) = "white" {} [Normal] _NormTex ("RGB:法线贴图", 2D) = "bump" {} _SpecTex ("RGB:高光颜色 A:高光次幂", 2D) = "gray" {} _EmitTex ("RGB:环境贴图", 2d) = "black" {} _Cubemap ("RGB:环境贴图", cube) = "_Skybox" {} [Header(Diffuse)] _MainCol ("基本色", Color) = (0.5, 0.5, 0.5, 1.0) _EnvDiffInt ("环境漫反射强度", Range(0, 1)) = 0.2 _EnvUpCol ("环境天顶颜色", Color) = (1.0, 1.0, 1.0, 1.0) _EnvSideCol ("环境水平颜色", Color) = (0.5, 0.5, 0.5, 1.0) _EnvDownCol ("环境地表颜色", Color) = (0.0, 0.0, 0.0, 0.0) [Header(Specular)] [PowerSlider(2)] _SpecPow ("高光次幂", Range(1, 90)) = 30 _EnvSpecInt ("环境镜面反射强度", Range(0, 5)) = 0.2 _FresnelPow ("菲涅尔次幂", Range(0, 5)) = 1 _CubemapMip ("环境球Mip", Range(0, 7)) = 0 [Header(Emission)] [HideInInspect] _EmitInt ("自发光强度", range(1, 10)) = 1 [Header(Effect)] _EffMap01 ("特效纹理1", 2D) = "gray" {} _EffMap02 ("特效纹理2", 2D) = "gray" {} [HDR]_EffCol ("光效颜色", color) = (0.0, 0.0, 0.0, 0.0) _EffParams ("X:波密度 Y:波速度 Z:混乱度 W:消散强度", vector) = (0.03, 3.0, 0.3, 2.5) } SubShader { Tags { "Queue"="Transparent" "RenderType"="Transparent" } Pass { Name "FORWARD" Tags { "LightMode"="ForwardBase" } Blend One OneMinusSrcAlpha // 修改混合方式One/SrcAlpha OneMinusSrcAlpha CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" // 追加投影相关包含文件 #include "AutoLight.cginc" #include "Lighting.cginc" #include "../../Lesson11/cginc/MyCginc.cginc" // 修改Cginc引用路径 #pragma multi_compile_fwdbase_fullshadows #pragma target 3.0 // 输入参数 // Texture uniform sampler2D _MainTex; uniform float4 _MainTex_ST; uniform sampler2D _NormTex; uniform sampler2D _SpecTex; uniform sampler2D _EmitTex; uniform samplerCUBE _Cubemap; // Diffuse uniform float3 _MainCol; uniform float _EnvDiffInt; uniform float3 _EnvUpCol; uniform float3 _EnvSideCol; uniform float3 _EnvDownCol; // Specular uniform float _SpecPow; uniform float _FresnelPow; uniform float _EnvSpecInt; uniform float _CubemapMip; // Emission uniform float _EmitInt; // Effect uniform sampler2D _EffMap01; uniform sampler2D _EffMap02; uniform float3 _EffCol; uniform float4 _EffParams; // 输入结构 struct VertexInput { float4 vertex : POSITION; // 顶点信息 Get✔ float2 uv0 : TEXCOORD0; // UV信息 Get✔ float2 uv1 : TEXCOORD1; // UV信息 Get✔ float4 normal : NORMAL; // 法线信息 Get✔ float4 tangent : TANGENT; // 切线信息 Get✔ float4 color : COLOR; // 追加顶点色信息 }; // 输出结构 struct VertexOutput { float4 pos : SV_POSITION; // 屏幕顶点位置 float2 uv0 : TEXCOORD0; // UV0 float2 uv1 : TEXCOORD1; // UV0 float4 posWS : TEXCOORD2; // 世界空间顶点位置 float3 nDirWS : TEXCOORD3; // 世界空间法线方向 float3 tDirWS : TEXCOORD4; // 世界空间切线方向 float3 bDirWS : TEXCOORD5; // 世界空间副切线方向 float4 effectMask : TEXCOORD6; // 追加effectMask输出 LIGHTING_COORDS(7, 8) // 投影相关 }; // 动画方法 inout顶点信息 返回effct相关遮罩 float4 CyberpunkAnim(float noise, float mask, float3 normal, inout float3 vertex) { // 生成锯齿波Mask float baseMask = abs(frac(vertex.y * _EffParams.x - _Time.x * _EffParams.y) - 0.5) * 2.0; baseMask = min(1.0, baseMask * 2.0); // 用Noise偏移锯齿波 baseMask += (noise - 0.5) * _EffParams.z; // SmoothStep出各级Mask float4 effectMask = float4(0.0, 0.0, 0.0, 0.0); effectMask.x = smoothstep(0.0, 0.9, baseMask); effectMask.y = smoothstep(0.2, 0.7, baseMask); effectMask.z = smoothstep(0.4, 0.5, baseMask); // 将顶点色遮罩存入EffectMask effectMask.w = mask; // 计算顶点动画 vertex.xz += normal.xz * (1.0 - effectMask.y) * _EffParams.w * mask; // 返回EffectMask return effectMask; } // 输入结构>>>顶点Shader>>>输出结构 VertexOutput vert (VertexInput v) { // 采样纹理 float noise = tex2Dlod(_EffMap02, float4(v.uv1, 0.0, 0.0)).r; // 输出结构 VertexOutput o = (VertexOutput)0; // 计算顶点动画 同时获取EffectMask o.effectMask = CyberpunkAnim(noise, v.color.r, v.normal.xyz, v.vertex.xyz); o.pos = UnityObjectToClipPos(v.vertex); // 顶点位置 OS>CS o.uv0 = v.uv0 * _MainTex_ST.xy + _MainTex_ST.zw;// 传递UV o.uv1 = v.uv1; o.posWS = mul(unity_ObjectToWorld, v.vertex); // 顶点位置 OS>WS o.nDirWS = UnityObjectToWorldNormal(v.normal); // 法线方向 OS>WS o.tDirWS = normalize(mul(unity_ObjectToWorld, float4(v.tangent.xyz, 0.0)).xyz); // 切线方向 OS>WS o.bDirWS = normalize(cross(o.nDirWS, o.tDirWS) * v.tangent.w); // 副切线方向 TRANSFER_VERTEX_TO_FRAGMENT(o) // 投影相关 return o; // 返回输出结构 } // 输出结构>>>像素 float4 frag(VertexOutput i) : COLOR { // 准备向量 float3 nDirTS = UnpackNormal(tex2D(_NormTex, i.uv0)).rgb; float3x3 TBN = float3x3(i.tDirWS, i.bDirWS, i.nDirWS); float3 nDirWS = normalize(mul(nDirTS, TBN)); float3 vDirWS = normalize(_WorldSpaceCameraPos.xyz - i.posWS.xyz); float3 vrDirWS = reflect(-vDirWS, nDirWS); float3 lDirWS = _WorldSpaceLightPos0.xyz; float3 lrDirWS = reflect(-lDirWS, nDirWS); // 准备点积结果 float ndotl = dot(nDirWS, lDirWS); float vdotr = dot(vDirWS, lrDirWS); float vdotn = dot(vDirWS, nDirWS); // 采样纹理 float4 var_MainTex = tex2D(_MainTex, i.uv0); float4 var_SpecTex = tex2D(_SpecTex, i.uv0); float3 var_EmitTex = tex2D(_EmitTex, i.uv0).rgb; float3 var_Cubemap = texCUBElod(_Cubemap, float4(vrDirWS, lerp(_CubemapMip, 0.0, var_SpecTex.a))).rgb; // 光照模型(直接光照部分) float3 baseCol = var_MainTex.rgb * _MainCol; float lambert = max(0.0, ndotl); float specCol = var_SpecTex.rgb; float specPow = lerp(1, _SpecPow, var_SpecTex.a); float phong = pow(max(0.0, vdotr), specPow); float shadow = LIGHT_ATTENUATION(i); float3 dirLighting = (baseCol * lambert + specCol * phong) * _LightColor0 * shadow; // 光照模型(环境光照部分) 3Col环境色方法 float3 envCol = TriColAmbient(nDirWS, _EnvUpCol, _EnvSideCol, _EnvDownCol); float fresnel = pow(max(0.0, 1.0 - vdotn), _FresnelPow); // 菲涅尔 float occlusion = var_MainTex.a; float3 envLighting = (baseCol * envCol * _EnvDiffInt + var_Cubemap * fresnel * _EnvSpecInt * var_SpecTex.a) * occlusion; // 光照模型(自发光部分) float3 emission = var_EmitTex * _EmitInt * (sin(_Time.z) * 0.5 + 0.5); // 特效部分 // 采样EffMap02 float3 _EffMap01_var = tex2D(_EffMap01, i.uv1).xyz; float meshMask = _EffMap01_var.x; float faceRandomMask = _EffMap01_var.y; float faceSlopeMask = _EffMap01_var.z; // 获取EffectMask float smallMask = i.effectMask.x; float midMask = i.effectMask.y; float bigMask = i.effectMask.z; float baseMask = i.effectMask.w; // 计算Opacity float bigOpacity = saturate(floor(min(faceRandomMask, 0.999999) + midMask)); float midOpacity = saturate(floor(min(faceSlopeMask, 0.999999) + bigMask)); float opacity = lerp(1.0, min(bigOpacity, midOpacity), baseMask); // 叠加自发光 float meshEmitInt = (bigMask - smallMask) * meshMask; meshEmitInt = meshEmitInt * meshEmitInt; emission += _EffCol * meshEmitInt * baseMask; // 返回结果 float3 finalRGB = dirLighting + envLighting + emission; return float4(finalRGB * opacity, opacity); } ENDCG } } FallBack "Diffuse" }知识点