Unity-默认渲染管线-刻晴卡渲shader

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

 

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