Shader "Unlit/KaTong"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}//主帖图
_Color("Color Tint",Color) = (1,1,1,1)//颜色
_Ramp("Ramp Texture",2D) = "white" {}//渐变贴图
_Outline("Outline",Range(0,1)) = 0.1//描边大小
_OutlineColor ("Outline Color",Color) = (1,1,1,1) //描边的颜色
_Specular ("Specular",Color) = (1,1,1,1) //高光颜色
_SpecularScale("Specular Scale",Range(0,0.1)) = 0.01 //高光缩放,范围
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
NAME "OUTLINE"
Cull Front // 渲染背面,大一点,把边缘露出来
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float3 normal :NORMAL;
};
struct v2f
{
float4 vertex : SV_POSITION;
};
float4 _OutlineColor;
float _Outline;
v2f vert (appdata v)
{
v2f o;
float4 pos = mul(UNITY_MATRIX_MV, v.vertex);//变换顶点到观察空间
//变换法线到观察空间,UNITY_MATRIX_IT_MV是专门针对法线的变换矩阵,法线非等比变换会使角度改变,所以使用的矩阵和顶点变换的是不一样的
float3 normal = mul((float3x3)UNITY_MATRIX_IT_MV, v.normal);
//对法线的z轴处理在normalize 是为了防止背面顶点扩张挡住正面
normal.z = -0.5;
pos = pos + float4(normalize(normal), 0) * _Outline;
o.vertex = mul(UNITY_MATRIX_P, pos);//在变换到检查矩阵
return o;
}
fixed4 frag (v2f i) : SV_Target
{
//渲染成描边颜色就可以了
return float4(_OutlineColor.rgb,1);
}
ENDCG
}
Pass{
Tags{"LightMode"="ForwardBase"}
Cull Back
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_fwdbase
#include "UnityCG.cginc"
#include "Lighting.cginc"
#include "AutoLight.cginc"
struct v2f
{
float4 vertex : SV_POSITION;
float2 uv:TEXCOORD0;
float3 worldNormal:TEXCOORD1;
float3 worldPos : TEXCOORD2;
};
sampler2D _MainTex;
float4 _MainTex_ST;
sampler2D _Ramp;
float4 _Color;
float4 _Specular;
fixed _SpecularScale;
v2f vert(appdata_base v)
{
//单单的变换坐标,计算世界顶点位置和世界顶点法线给片元
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
o.worldNormal = mul(unity_ObjectToWorld, v.normal);
o.worldPos = mul(unity_ObjectToWorld, v.vertex);
return o;
}
float4 frag(v2f i):SV_Target
{
fixed3 worldNormal = normalize(i.worldNormal);
fixed3 worldLightDir = normalize(UnityWorldSpaceLightDir(i.worldPos));
fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(i.worldPos));
fixed3 worldHalfDir = normalize(worldLightDir + worldViewDir);
fixed4 c = tex2D(_MainTex, i.uv);
fixed3 albedo = c.rgb * _Color.rgb;
fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz * albedo;
UNITY_LIGHT_ATTENUATION(atten, i, i.worldPos);//光照衰减
fixed diff = dot(worldNormal, worldLightDir);
diff = (diff * 0.5 + 0.5) * atten; //半兰伯特漫反射
fixed3 diffuse = _LightColor0.rgb * albedo * tex2D(_Ramp, float2(diff, diff)).rgb; //融合渐变纹理和环境颜色
//卡通的高光都是一块一块的,也就是让它不是0就是1,然后在边缘的地方进行一些过度,减少突变
fixed spec = dot(worldNormal, worldHalfDir);
fixed w = fwidth(spec) * 2.0; //邻域像素之间的近似倒数值,用来作为平滑的区域
//smoothstep 在[-w,w]外区域外的话 >w就为1,<-w的话就为0 在这区间的话就平滑为0-1
fixed3 specular = _Specular.rgb * lerp(0, 1, smoothstep(-w, w, spec + _SpecularScale - 1)) * step(0.0001, _SpecularScale);
//step(0.0001, _SpecularScale) 是为了_SpecularScale为0时,消除高光
return fixed4(ambient + diffuse + specular, 1.0);
}
ENDCG
}
}
Fallback Off
}一个卡通效果思路就是,在漫反射的时候使用一个渐变纹理控制色调,高光是区块性的,再加一个描边效果。这里使用的是过程式几何轮廓线渲染,就是使用一个Pass用来渲染较大的背面当作边缘线,再用另外一个Pass渲染正面。
