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  • Unity shader之金属质感衣服

    一套QQ飞车的衣服,模仿其效果写的shader,效果如下:

    部分shader如下:

      1 Shader "qq/Cloth"
      2 {
      3     Properties
      4     {
      5         _MainTex ("Base (RGB)", 2D) = "white" {}
      6         _NormalMap("Normal Map", 2D) = "bump" {}
      7         _AlphaTex("Alpha", 2D) = "white" {}
      8 
      9         _SpecularColor ("Specular Color", Color) = (1,1,1,1)
     10 
     11         _Cubemap("Cubemap", Cube) = "" {}
     12         _HighLightMask ("High Light Mask", 2D) = "white" {}
     13     }
     14 
     15     SubShader 
     16     {
     17         Tags
     18         {
     19             "Queue" = "Geometry"
     20             "IgnoreProjector" = "True"
     21             "RenderType" = "Geometry"
     22         }
     23         LOD 200        
     24 
     25         // 裙子的不透明区域
     26         Pass
     27         {
     28             Tags
     29             {
     30                 "LightMode" = "ForwardBase"
     31             }
     32 
     33             Cull Off
     34 
     35             CGPROGRAM
     36             #pragma vertex vert
     37             #pragma fragment frag
     38             #pragma multi_compile_fwdbase
     39 
     40             #include "UnityCG.cginc"
     41             #include "AutoLight.cginc"
     42             #include "Lighting.cginc"
     43 
     44             sampler2D _MainTex;
     45             sampler2D _NormalMap;
     46             sampler2D _AlphaTex;
     47             fixed4 _SpecularColor;
     48             samplerCUBE _Cubemap;
     49             sampler2D _HighLightMask;
     50 
     51             struct appdata
     52             {
     53                 float4 vertex : POSITION;
     54                 float2 uv : TEXCOORD0;
     55                 float3 normal : NORMAL;
     56                 float4 tangent : TANGENT;
     57             };
     58 
     59             struct v2f
     60             {
     61                 float4 pos : SV_POSITION;
     62                 float2 uv : TEXCOORD0;
     63                 float4 T2W1 : TEXCOORD1;
     64                 float4 T2W2 : TEXCOORD2;
     65                 float4 T2W3 : TEXCOORD3;
     66             };
     67 
     68             v2f vert(appdata v)
     69             {
     70                 v2f o;
     71                 o.pos = UnityObjectToClipPos(v.vertex);
     72                 o.uv = v.uv;
     73 
     74                 float3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);
     75                 float3 worldNormal = UnityObjectToWorldNormal(v.normal);
     76                 float3 binormal = cross(normalize(worldNormal), normalize(worldTangent)) * v.tangent.w;
     77                 float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
     78                 o.T2W1 = float4(worldTangent.x, binormal.x, worldNormal.x, worldPos.x);
     79                 o.T2W2 = float4(worldTangent.y, binormal.y, worldNormal.y, worldPos.y);
     80                 o.T2W3 = float4(worldTangent.z, binormal.z, worldNormal.z, worldPos.z);
     81                 return o;
     82             }
     83 
     84             fixed4 frag(v2f i) : SV_TARGET
     85             {
     86                 fixed4 albedo = tex2D(_MainTex, i.uv);
     87                 fixed3 alphaCol = tex2D(_AlphaTex, i.uv);
     88                 fixed alpha = alphaCol.g;
     89 
     90                 float3 worldPos = float3(i.T2W1.w, i.T2W2.w, i.T2W3.w);
     91                 fixed3 worldView = normalize(UnityWorldSpaceViewDir(worldPos));
     92 
     93                 float3 tangentNormal = UnpackNormal(tex2D(_NormalMap, i.uv));
     94                 float3x3 tanToWorld = float3x3(i.T2W1.xyz, i.T2W2.xyz, i.T2W3.xyz);
     95                 float3 worldNormal = normalize(mul(tanToWorld, tangentNormal));
     96 
     97                 fixed3 ambient = albedo.xyz * UNITY_LIGHTMODEL_AMBIENT.xyz;
     98 
     99                 // 漫反射 半兰伯特光照模型
    100                 fixed3 worldLight = worldView;
    101                 //float dotLN = dot(worldLight, worldNormal) * 0.5 + 0.5;
    102                 float dotLN = dot(worldLight, worldNormal) * 0.25 + 0.75;        // [-1, 1] -> [0.5, 1]
    103                 fixed3 diffuse = albedo.xyz * _LightColor0.xyz * dotLN;
    104 
    105                 // 金边
    106                 float3 refDir = reflect(-worldView, worldNormal);
    107                 fixed3 refCol = texCUBE(_Cubemap, refDir);
    108                 fixed3 maskCol = tex2D(_HighLightMask, i.uv);
    109                 diffuse = diffuse * (1 + refCol.r * maskCol.r * 8 * (1 - alphaCol.r));
    110 
    111                 // 高光
    112                 fixed3 realWorldLight = normalize(UnityWorldSpaceLightDir(worldPos));
    113                 fixed3 halfDir = normalize(worldView + realWorldLight);
    114                 float specD = abs(dot(halfDir, worldNormal));
    115                 fixed3 specular = albedo.xyz * _SpecularColor * pow(specD, 8);
    116 
    117                 clip(alpha - 0.95);
    118                 fixed4 col = fixed4(ambient + diffuse + specular, alpha);
    119 
    120                 return col;
    121             }
    122 
    123             ENDCG
    124         }
    125 
    126 
    127         // 裙子的半透明区域
    128         Pass
    129         {
    130             Tags
    131             {
    132                 "LightMode" = "ForwardBase"
    133             }
    134             Blend SrcAlpha OneMinusSrcAlpha
    135             ZWrite Off
    136             Cull Off
    137 
    138             CGPROGRAM
    139             #pragma vertex vert
    140             #pragma fragment frag
    141             #pragma multi_compile_fwdbase
    142 
    143             #include "UnityCG.cginc"
    144             #include "AutoLight.cginc"
    145             #include "Lighting.cginc"
    146 
    147             sampler2D _MainTex;
    148             sampler2D _AlphaTex;
    149 
    150             struct appdata
    151             {
    152                 float4 vertex : POSITION;
    153                 float2 uv : TEXCOORD0;
    154             };
    155 
    156             struct v2f
    157             {
    158                 float4 pos : SV_POSITION;
    159                 float2 uv : TEXCOORD0;
    160             };
    161 
    162             v2f vert(appdata v)
    163             {
    164                 v2f o;
    165                 o.pos = UnityObjectToClipPos(v.vertex);
    166                 o.uv = v.uv;
    167                 return o;
    168             }
    169 
    170             fixed4 frag(v2f i) : SV_TARGET
    171             {
    172                 fixed4 albedo = tex2D(_MainTex, i.uv);
    173                 fixed3 alphaCol = tex2D(_AlphaTex, i.uv);
    174                 fixed alpha = alphaCol.g;
    175                 clip(0.95 - alpha);
    176                 fixed4 col = fixed4(albedo.rgb, alpha);
    177                 return col;
    178             }
    179 
    180             ENDCG
    181         }
    182 
    183     } 
    184 
    185     Fallback "Diffuse"
    186 }
    cloth

    转载请注明出处:https://www.cnblogs.com/jietian331/p/10830238.html

    资源如下:https://files.cnblogs.com/files/jietian331/qq%E9%A3%9E%E8%BD%A6_%E9%87%91%E5%B1%9E%E8%B4%A8%E6%84%9F%E8%A1%A3%E6%9C%8D.zip

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  • 原文地址:https://www.cnblogs.com/jietian331/p/10830238.html
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