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  • 练手之RimLight

    简单写写,练下手~

    Shader "James/VP Shader/RimLight"
    {
        Properties
        {
            _MainTex("MainTex", 2D) = "white" {}
            _Color("Color", Color) = (1, 1, 1, 1)
            _RimColor("RimColor", Color) = (1, 1, 1, 1)
            _RimPower("RimPower", Range(0, 36)) = 0.1
            _RimIntensity("RimIntensity", Range(0, 100)) = 3
        }
    
        SubShader 
        {
            Tags { "Queue" = "Transparent" }
            Pass
            {
                ZWrite Off
                Blend SrcAlpha OneMinusSrcAlpha
    
                CGPROGRAM
                
                #pragma vertex vert
                #pragma fragment frag
                #include "UnityCG.cginc"
                
                struct v2f
                {
                    float4 pos : SV_POSITION;
                    float3 color : COLOR0;
                    float2 uv : TEXCOORD0;
                    float3 normal : TEXCOORD1;
                    float3 objViewDir : TEXCOORD2;
                };
                
                sampler2D _MainTex;
                float4 _MainTex_ST;
                float4 _Color;
    
                v2f vert(appdata_base v)
                {
                    v2f o;
                    o.pos = mul (UNITY_MATRIX_MVP, v.vertex);
                    o.normal = v.normal;
                    o.objViewDir =  normalize(ObjSpaceViewDir(v.vertex));    
                    o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
                    return o;
                }
    
                float4 _RimColor;
                float _RimPower;
                float _RimIntensity;
    
                half4 frag(v2f i) : COLOR
                {
                    float rimSin = 1 - max(0, dot(i.normal, i.objViewDir));
                    float rimFactor = pow(rimSin, _RimPower) * _RimIntensity;
                    float3 rimColor = rimFactor * _RimColor;
    
                    float4 mainColor = tex2D(_MainTex, i.uv);
                    float4 finalColor = mainColor * _Color;
                    finalColor.rgb +=rimColor;
                    return finalColor;
                }
                
                ENDCG
            }
        } 
        FallBack "VertexLit"
    }

     

       将上面的Shader改写一下,添加BumpTex,并使用一张RimTex来映射边缘光的强度:

    Shader "James/VP Shader/BumpRimLight"
    {
        Properties
        {
            _MainTex("MainTex", 2D) = "white" {}
            _BumpTex("BumpTex", 2D) = "bump" {}
            _Color("Color", Color) = (1, 1, 1, 1)
            _RimColor("RimColor", Color) = (1, 1, 1, 1)
            _RimIntensity("RimIntensity", Range(0, 3)) = 0.1
            _RimTex("RimTex", 2D) = "white" {}
        }
    
        SubShader 
        {
            Tags { "Queue" = "Transparent" }
            Pass
            {
                Blend SrcAlpha OneMinusSrcAlpha
    
                CGPROGRAM
                
                #pragma vertex vert
                #pragma fragment frag
                #include "UnityCG.cginc"
                
                struct v2f
                {
                    float4 pos : SV_POSITION;
                    float3 color : COLOR0;
                    float2 uv : TEXCOORD0;
                    float3 tangentSpackLightDir : TEXCOORD1;
                };
                
                sampler2D _MainTex;
                sampler2D _BumpTex;
                sampler2D _RimTex;
                float4 _MainTex_ST;
                float4 _BumpTex_ST;
                float4 _RimTex_ST;
                float4 _Color;
                float4 _RimColor;
                float _RimIntensity;
    
                v2f vert(appdata_tan v)
                {
                    v2f o;
                    o.pos = mul (UNITY_MATRIX_MVP, v.vertex);
                    float3 objViewDir =  normalize(ObjSpaceViewDir(v.vertex));    
                    o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
    
                    // 副法向量
                    float3 binormal = cross(normalize(v.vertex), normalize(v.tangent.xyz));
                    // 切空间矩阵
                    float3x3 rotation = float3x3(v.tangent.xyz, binormal, v.normal);
                    // 切空间视线方向
                    o.tangentSpackLightDir = mul(rotation, objViewDir);
    
                    return o;
                }
    
                half4 frag(v2f i) : COLOR
                {
                    // 切空间法线,NormalMap默认带的是切空间的值
                    half3 tangentSpaceNormal = (tex2D(_BumpTex, i.uv).rgb * 2.0) - 1.0;
                    float rimFactor = 1 - max(0, dot(tangentSpaceNormal, i.tangentSpackLightDir));
                    float rimIntensity = tex2D(_RimTex, rimFactor.xx).r;
                    float3 rimColor = rimIntensity * _RimColor  * _RimIntensity;
    
                    float4 mainColor = tex2D(_MainTex, i.uv);
                    float4 finalColor = mainColor * _Color;
                    finalColor.rgb += rimColor;
                    return finalColor;
                }
                
                ENDCG
            }
        } 
        FallBack "VertexLit"
    }

       注意上述代码是在切空间中计算rim的颜色强度。

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  • 原文地址:https://www.cnblogs.com/sifenkesi/p/6479873.html
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