unity shader 技术从入门到放弃shader

RT+曲面细分 雪材质

2019-02-22  本文已影响0人  万里_aa3f

1.RT+曲面细分的设置
2.雪下瓷砖的细节表现

1.RT+曲面细分

将一个正交摄像机设置在地面以下,将远裁剪面调小(节省深度RT的精度)
正裁剪面在小球或着脚踝以下,能完整的更新RT 避免bug
设置曲面细分tessellate:tessFixed #pragma target 4.6
在vertex shader中变形顶点 (测试,不能进行额外数据的插值)
我这里做的省事了,把RT与平面完全对齐,直接用模型的uv来读取 RT的UV
不然需要在shader中做矩阵变换 读取辅助摄像机对应的RT数据

        float4 tessFixed(){
            return _Tess;
        }

        void vert(inout appdata v)
        {
            float d=tex2Dlod(_DispTex,float4(1-v.texcoord.x , v.texcoord.y , 0 , 0)).r * _Displacement;
            v.vertex.xyz -= normalize(v.normal)*d;

        }

2.雪下瓷砖的细节表现

1.区分哪里表现雪 哪里表现瓷砖
modelPos是雪最高点的世界坐标高度,建模时,确保模型坐标轴点在平面上


float4 modelPos = float4(0,0,0,1);
float snowHeight=mul(unity_ObjectToWorld,modelPos).y;
float low = snowHeight - IN.worldPos.y; 
float mask = low/_Displacement;
mask = smoothstep(0.85,0.95,mask);
fixed3 finalCol = lerp(snowCol,tileCol,mask);

2.对比度调节,模拟表面的薄雪

fixed3 tileCol = tex2D(_MainTex, IN.uv_MainTex).xyz * _Color;
tileCol = lerp(float3(0.5,0.5,0.5),tileCol,_Saturation);

3.模拟砖缝中的雪
在切线空间下,dot(法线,float3(0,0,1); 得到砖缝
再用一个noise贴图在消除所有砖缝都藏积雪的感觉

//color
fixed3 snowCol = fixed3(0.8,0.8,0.8);
//砖的颜色及调节饱和度
fixed3 tileCol = tex2D(_MainTex, IN.uv_MainTex).xyz * _Color;
tileCol = lerp(float3(0.5,0.5,0.5),tileCol,_Saturation);

float3 normal = UnpackScaleNormal(tex2D(_NormalMap , IN.uv_MainTex),_BumpScale);
//在切线空间计算 法线与z轴夹角
float tileSnow = dot(normal,float3(0,0,1));
//噪声图使得砖缝中的雪不全
float detailMask=tex2D(_MaskMap,IN.uv_MaskMap).x;
tileSnow = clamp(tileSnow + detailMask , 0 , 1);
tileSnow = smoothstep(0.2,0.4,tileSnow);
tileCol = lerp(snowCol,tileCol,tileSnow);   //得到非雪的color

shader


Shader "Strees/Snowtile"
{
    Properties
    {
        
        _Color ("Color", Color) = (1,1,1,1)
        _MainTex ("Albedo (RGB)", 2D) = "white" {}
        _Saturation("Saturation",Range(0,2))=1.0

        _DispTex("Disp Texture",2D)="gray"{}
        _Tess("Tessellation",Range(1,32))=4
        _Displacement("Displacement",Range(0,1))=0.3

        _NormalMap("NormalMap",2D)="bump"{}
        _BumpScale("BumpScale",float)=1
        _MaskMap("MaskMap",2D)="white"{}

        _Glossiness ("Smoothness", Range(0,1)) = 0.5
        _Metallic ("Metallic", Range(0,1)) = 0.0
    }
    SubShader
    {
        Tags { "RenderType"="Opaque" }
        LOD 200

        CGPROGRAM
        #pragma surface surf Standard addshadow fullforwardshadows vertex:vert tessellate:tessFixed nolightmap

        #pragma target 4.6

        struct appdata{
            float4 vertex:POSITION;
            float4 tangent:TANGENT;
            float3 normal:NORMAL;
            float2 texcoord:TEXCOORD;
        };

        sampler2D _MainTex;
        sampler2D _DispTex;
        sampler2D _NormalMap;
        sampler2D _MaskMap;

        struct Input
        {
            float2 uv_MainTex;
            float3 worldPos;
            float2 uv_MaskMap;
        };

        float _Saturation;
        half _Glossiness;
        half _Metallic;
        fixed4 _Color;
        float _Tess;
        float _Displacement;
        float _BumpScale;

        //曲面细分
        float4 tessFixed(){
            return _Tess;
        }

        void vert(inout appdata v)
        {
            float d=tex2Dlod(_DispTex,float4(1-v.texcoord.x , v.texcoord.y , 0 , 0)).r * _Displacement;
            v.vertex.xyz -= normalize(v.normal)*d;

        }

        UNITY_INSTANCING_BUFFER_START(Props)
        UNITY_INSTANCING_BUFFER_END(Props)

        void surf (Input IN, inout SurfaceOutputStandard o)
        {
            //color
            fixed3 snowCol = fixed3(0.8,0.8,0.8);
            //砖的颜色及调节饱和度
            fixed3 tileCol = tex2D(_MainTex, IN.uv_MainTex).xyz * _Color;
            tileCol = lerp(float3(0.5,0.5,0.5),tileCol,_Saturation);
            //读取法线
            float3 normal = UnpackScaleNormal(tex2D(_NormalMap , IN.uv_MainTex),_BumpScale);
            //在切线空间计算 法线与z轴夹角
            float tileSnow = dot(normal,float3(0,0,1));
            //噪声图使得砖缝中的雪不全
            float detailMask=tex2D(_MaskMap,IN.uv_MaskMap).x;
            tileSnow = clamp(tileSnow + detailMask , 0 , 1);
            tileSnow = smoothstep(0.2,0.4,tileSnow);
            tileCol = lerp(snowCol,tileCol,tileSnow);   //得到非雪的color
            
            //data 
            //得到模型z轴零点的世界坐标
            float4 modelPos = float4(0,0,0,1);
            float snowHeight=mul(unity_ObjectToWorld,modelPos).y;
            float low = snowHeight - IN.worldPos.y; 
            float mask = low/_Displacement;
            mask = smoothstep(0.85,0.95,mask);
            fixed3 finalCol = lerp(snowCol,tileCol,mask);
            
            //fianlNormal
            float3 normal2 = float3(0,0,1);
            float3 finalNormal=lerp(normal2,normal,mask);

            o.Albedo = finalCol;
            o.Normal = finalNormal;
            o.Metallic = _Metallic;
            o.Smoothness = _Glossiness;
            o.Alpha = 1.0;
        }
        ENDCG
    }
    FallBack "Diffuse"
}
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