[UnityShader3]边缘光流动效果

参考连接:http://liweizhaolili.blog.163.com/blog/static/162307442012726111843408/app


效果图:3d



1.首先,导入unity自带的模型,以下图,它使用的是StandardSpecular这个shader,具体的实现能够从unity官网中下载看看。它的实现比较复杂,这里咱们把它替换为咱们本身写的shader,方便咱们去控制。对于法线贴图,注意要设置Texture Type为Normal map。code


下面这个shader是漫反射+高光+法线贴图:orm

Shader "Custom/Light"
{
	Properties
	{
		_MainColor ("主颜色", Color) = (0.5, 0.5, 0.5, 1)
		_NormalTex ("法线贴图", 2D) = "white" {}

		_Specular ("高光颜色", Color) = (1, 1, 1, 1)
		_Gloss ("高光系数", Range(8, 256)) = 20
	}
	SubShader
	{
		Tags { "LightMode" = "ForwardBase" }

		Pass
		{
			CGPROGRAM
			#pragma vertex vert
			#pragma fragment frag
			#include "UnityCG.cginc"
			#include "Lighting.cginc"

			struct appdata
			{
				float4 vertex : POSITION;
				float2 uv : TEXCOORD0;
				float3 normal : NORMAL;
				float4 tangent : TANGENT;
			};

			struct v2f
			{			
				float4 vertex : SV_POSITION;
				float2 uv : TEXCOORD0;
				float3 lightDir : TEXCOORD1;
				float3 viewDir : TEXCOORD2;
			};

			fixed4 _MainColor;
			sampler2D _NormalTex;
			fixed4 _Specular;
			float _Gloss;

			v2f vert (appdata v)
			{
				v2f o;
				o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
				o.uv = v.uv;
				
				TANGENT_SPACE_ROTATION;

				//rotation是使模型空间转为切线空间的矩阵
				o.lightDir = mul(rotation, ObjSpaceLightDir(v.vertex)).xyz;
				o.viewDir = mul(rotation, ObjSpaceViewDir(v.vertex)).xyz;

				return o;
			}
			
			fixed4 frag (v2f i) : SV_Target
			{
				fixed3 tangentLightDir = normalize(i.lightDir);
				fixed3 tangentViewDir = normalize(i.viewDir);
				
				fixed4 packedNormal = tex2D(_NormalTex, i.uv);
				fixed3 tangentNormal = UnpackNormal(packedNormal);

				//漫反射
				fixed3 diffuse = _LightColor0.rgb * _MainColor.rgb * saturate(dot(tangentNormal, tangentViewDir));
				//Blinn-Phong高光光照模型,相对于普通的Phong高光模型,会更加光
				fixed3 halfDir = normalize(tangentLightDir + tangentViewDir);
				fixed3 specular = _LightColor0.rgb * _Specular.rgb * pow(saturate(dot(tangentNormal, halfDir)), _Gloss);
		
				return fixed4(diffuse + specular, 1);
			}
			ENDCG
		}
	}
}

两个shader的对比,左边是模型本来的shader,右边是上面的shader。左边的有一种泥瓦的质感,而右边的有一种金属的质感。




2.从效果图中,咱们能够发现有边缘光的效果,所以先加上。blog

Shader "Custom/Light"
{
	Properties
	{
		_MainColor ("主颜色", Color) = (0.5, 0.5, 0.5, 1)
		_NormalTex ("法线贴图", 2D) = "white" {}

		_Specular ("高光颜色", Color) = (1, 1, 1, 1)
		_Gloss ("高光系数", Range(8, 256)) = 20

		_RimColor ("边缘颜色", Color) = (1, 0, 0, 1)
		_RimPower ("边缘颜色强度", Range(0.1, 1)) = 1
	}
	SubShader
	{
		Tags { "LightMode" = "ForwardBase" }

		Pass
		{
			CGPROGRAM
			#pragma vertex vert
			#pragma fragment frag
			#include "UnityCG.cginc"
			#include "Lighting.cginc"

			struct appdata
			{
				float4 vertex : POSITION;
				float2 uv : TEXCOORD0;
				float3 normal : NORMAL;
				float4 tangent : TANGENT;
			};

			struct v2f
			{			
				float4 vertex : SV_POSITION;
				float2 uv : TEXCOORD0;
				float3 lightDir : TEXCOORD1;
				float3 viewDir : TEXCOORD2;
			};

			fixed4 _MainColor;
			sampler2D _NormalTex;
			fixed4 _Specular;
			float _Gloss;
			fixed4 _RimColor;
			half _RimPower;

			v2f vert (appdata v)
			{
				v2f o;
				o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
				o.uv = v.uv;
				
				TANGENT_SPACE_ROTATION;

				//rotation是使模型空间转为切线空间的矩阵
				o.lightDir = mul(rotation, ObjSpaceLightDir(v.vertex)).xyz;
				o.viewDir = mul(rotation, ObjSpaceViewDir(v.vertex)).xyz;

				return o;
			}
			
			fixed4 frag (v2f i) : SV_Target
			{
				fixed3 tangentLightDir = normalize(i.lightDir);
				fixed3 tangentViewDir = normalize(i.viewDir);
				
				fixed4 packedNormal = tex2D(_NormalTex, i.uv);
				fixed3 tangentNormal = UnpackNormal(packedNormal);

				//漫反射
				fixed3 diffuse = _LightColor0.rgb * _MainColor.rgb * saturate(dot(tangentNormal, tangentViewDir));
				//Blinn-Phong高光光照模型,相对于普通的Phong高光模型,会更加光
				fixed3 halfDir = normalize(tangentLightDir + tangentViewDir);
				fixed3 specular = _LightColor0.rgb * _Specular.rgb * pow(saturate(dot(tangentNormal, halfDir)), _Gloss);
		
				//边缘颜色,对于法线和观察方向,只要在同一坐标系下便可
				fixed dotProduct = 1 - saturate(dot(tangentNormal, tangentViewDir));
				fixed3 rim = _RimColor.rgb * pow(dotProduct, 1 / _RimPower);

				return fixed4(diffuse + specular + rim, 1);
			}
			ENDCG
		}
	}
}



3.接着就须要用到遮罩效果,这里我用到了下面这张遮罩图。分析一下咱们的效果图,它的边缘光是流动的,对于某一个位置的边缘光,随着时间的变化,它是在有光与无光这两个状态不断变化的,而看一下咱们的遮罩图,以y轴方向来讲,它也是黑白两种状态的切换,经过对遮罩图的取样,就能对边缘光进行控制了。再说一点,若是咱们把遮罩图改成全白的,那么就是咱们上方那种效果了,不会发生流动。get



Shader "Custom/Light"
{
	Properties
	{
		_MainColor ("主颜色", Color) = (0.5, 0.5, 0.5, 1)
		_NormalTex ("法线贴图", 2D) = "white" {}

		_Specular ("高光颜色", Color) = (1, 1, 1, 1)
		_Gloss ("高光系数", Range(8, 256)) = 20

		_RimColor ("边缘颜色", Color) = (1, 0, 0, 1)
		_RimPower ("边缘颜色强度", Range(0.1, 1)) = 1

		_MaskTex ("光遮罩图", 2D) = "white" {}
		_MoveDir ("边缘光移动方向", Range(-1, 1)) = 1
	}
	SubShader
	{
		Tags { "LightMode" = "ForwardBase" }

		Pass
		{
			CGPROGRAM
			#pragma vertex vert
			#pragma fragment frag
			#include "UnityCG.cginc"
			#include "Lighting.cginc"

			struct appdata
			{
				float4 vertex : POSITION;
				float2 uv : TEXCOORD0;
				float3 normal : NORMAL;
				float4 tangent : TANGENT;
			};

			struct v2f
			{			
				float4 vertex : SV_POSITION;
				float2 uv : TEXCOORD0;
				float3 lightDir : TEXCOORD1;
				float3 viewDir : TEXCOORD2;
			};

			fixed4 _MainColor;
			sampler2D _NormalTex;

			fixed4 _Specular;
			float _Gloss;

			fixed4 _RimColor;
			half _RimPower;

			sampler2D _MaskTex;
			fixed _MoveDir;

			v2f vert (appdata v)
			{
				v2f o;
				o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
				o.uv = v.uv;
				
				TANGENT_SPACE_ROTATION;

				//rotation是使模型空间转为切线空间的矩阵
				o.lightDir = mul(rotation, ObjSpaceLightDir(v.vertex)).xyz;
				o.viewDir = mul(rotation, ObjSpaceViewDir(v.vertex)).xyz;

				return o;
			}
			
			fixed4 frag (v2f i) : SV_Target
			{
				fixed3 tangentLightDir = normalize(i.lightDir);
				fixed3 tangentViewDir = normalize(i.viewDir);
				
				fixed4 packedNormal = tex2D(_NormalTex, i.uv);
				fixed3 tangentNormal = UnpackNormal(packedNormal);

				//漫反射
				fixed3 diffuse = _LightColor0.rgb * _MainColor.rgb * saturate(dot(tangentNormal, tangentViewDir));
				//Blinn-Phong高光光照模型,相对于普通的Phong高光模型,会更加光
				fixed3 halfDir = normalize(tangentLightDir + tangentViewDir);
				fixed3 specular = _LightColor0.rgb * _Specular.rgb * pow(saturate(dot(tangentNormal, halfDir)), _Gloss);
		
				//边缘颜色,对于法线和观察方向,只要在同一坐标系下便可
				fixed dotProduct = 1 - saturate(dot(tangentNormal, tangentViewDir));
				fixed3 rim = _RimColor.rgb * pow(dotProduct, 1 / _RimPower);

				fixed4 maskCol = tex2D(_MaskTex, i.uv + float2(0, _Time.y * _MoveDir));
				 
				return fixed4(diffuse + specular + rim * maskCol.rgb, 1);
			}
			ENDCG
		}
	}
}



这是unitypackage:

http://pan.baidu.com/s/1mh9T1l2
it