时间:2021-07-01 10:21:17 帮助过:24人阅读
这篇文章将收集unity中使用shader的相关技巧和特效,会不断地更新内容。关于在Unity中使用shader的介绍,请参考《【OpenGL】使用Unity来学习OpenGL》 常用的内置uniform iResolution =》_ScreenParams iGlobalTime = _Time.y glFragCoord = f loat4 sp:WPOS
这篇文章将收集unity中使用shader的相关技巧和特效,会不断地更新内容。关于在Unity中使用shader的介绍,请参考《【OpenGL】使用Unity来学习OpenGL》
常用的内置uniform
iResolution =》_ScreenParams
iGlobalTime => _Time.y
glFragCoord => float4 sp:WPOS // 需要 #pragma target 3.0, 另外的方式请见下面
vec2 => float2
mix => lerp
mod => fmod
texture2D => tex2D
textureCube => texCUBE
mat2=>float2x2
fract=>frac
========
关于glFragCoord, 可以使用另外一种方式计算(支持3.0之前的)参考官方例子
o.scrPos = ComputeScreenPos(o.pos);
float2 wcoord = (i.scrPos.xy/i.scrPos.w);
-------
float2 wcoord = sp.xy/_ScreenParams.xy;
关于数学的Shader:https://www.shadertoy.com/view/ldlSD2 https://www.shadertoy.com/view/ldlSWj
很好的一个教程:http://ogldev.atspace.co.uk/index.html
Deferred Shading 原理: http://ogldev.atspace.co.uk/www/tutorial35/tutorial35.html
关于Stencil Buffer 的理解:http://www.cnblogs.com/mikewolf2002/archive/2012/05/15/2500867.html
更多文章:1)http://docs.unity3d.com/Manual/SL-Stencil.html
2) http://answers.unity3d.com/questions/590800/how-to-cullrender-to-through-a-window.html
Stencil Shadow Volume : http://ogldev.atspace.co.uk/www/tutorial40/tutorial40.html
http://en.wikipedia.org/wiki/Shadow_volume
镜面反射的实现原理:
ftp://ftp.sgi.com/sgi/opengl/contrib/blythe/advanced99/notes/node158.html
其它镜面反射:
http://en.wikibooks.org/wiki/Cg_Programming/Unity/Mirrors
在unity cg中可以使用[HideInInspector]来隐藏uniform属性,这样就可以用作自定义常量。
Physically Based Rendering: Tutorial: Physically Based Rendering, And you can too!
边缘检测:1) http://www.codeproject.com/Articles/94817/Pixel-Shader-for-Edge-Detection-and-Cartoon-Effect
2) http://coding-experiments.blogspot.hk/2010/06/edge-detection.html
3) http://en.wikipedia.org/wiki/Edge_detection
Cg函数表:http://http.developer.nvidia.com/CgTutorial/cg_tutorial_appendix_e.html
heat effect : http://forum.unity3d.com/threads/50132-Heat-Distortion, http://www.cnblogs.com/geoffyange/archive/2013/06/06/3122570.html
skin shading in unity: http://www.altdevblogaday.com/2011/12/31/skin-shading-in-unity3d/
http://http.developer.nvidia.com/GPUGems3/gpugems3_ch14.html
http://gamedev.stackexchange.com/questions/31308/algorithm-for-creating-spheres
RenderMan University: http://renderman.pixar.com/view/renderman-university
一些shader的例子:
- Shader "stalendp/shaderTest02" { //see https://www.shadertoy.com/view/4sj3zy
- Properties {
- _MainTex ("Base (RGB)", 2D) = "white" {}
- }
- SubShader {
- Pass {
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #pragma target 3.0
- #include "UnityCG.cginc"
- sampler2D _MainTex;
- //Variable declarations
- struct myvars {
- float3 bgColor;
- float sphereScale;
- float sphereShine;
- float3 sphereDiff;
- float3 sphereSpec;
- float2 specPoint;
- };
- float4 vert(appdata_base v) : POSITION {
- return mul(UNITY_MATRIX_MVP, v.vertex);
- }
- float4 frag(float4 sp:WPOS): COLOR {
- myvars mv;
- mv.bgColor = float3(0.6, 0.5, 0.6);
- mv.sphereScale = 0.7;
- mv.sphereShine = 0.5;
- mv.sphereDiff = float3(0.5, 0.0, 0.5);
- mv.sphereSpec = float3(1.0, 1.0, 1.0);
- mv.specPoint = float2(0.2, -0.1);
- // creates shader pixel coordinates
- float2 uv = sp.xy/_ScreenParams.xy;
- // sets the position of the camera
- float2 p = uv * 2.5 - float2(1.0, 1.0);
- p.x *= _ScreenParams.x / _ScreenParams.y;
- // Rotates the sphere in a circle
- p.x += cos(-_Time.y) *0.35;
- p.y += sin(-_Time.y) * 0.35;
- // Rotates the specular point with the sphere
- mv.specPoint.x += cos(-_Time.y) * 0.35;
- mv.specPoint.y += sin(-_Time.y) * 0.35;
- //Sets the radius of the sphere to the middle of the screen
- float radius = length(p);//sqrt(dot(p, p));
- float3 col = mv.bgColor;
- //Sets the initial dark shadow around the edge of the sphere
- float f = smoothstep(mv.sphereScale * 0.7, mv.sphereScale, length(p + mv.specPoint));
- col -= lerp(col, float3(0.0,0.0,0.0), f) * 0.2;
- //Only carries out the logic if the radius of the sphere is less than the scale
- if(radius < mv.sphereScale) {
- float3 bg = col;
- //Sets the diffuse colour of the sphere (solid colour)
- col = mv.sphereDiff;
- //Adds smooth dark borders to help achieve 3D look
- f = smoothstep(mv.sphereScale * 0.7, mv.sphereScale, radius);
- col = lerp(col, mv.sphereDiff * 0.45, f);
- //Adds specular glow to help achive 3D look
- f = 1.0 - smoothstep(-0.2, 0.6, length(p - mv.specPoint));
- col += f * mv.sphereShine * mv.sphereSpec;
- //Smoothes the edge of the sphere
- f = smoothstep(mv.sphereScale - 0.01, mv.sphereScale, radius);
- col = lerp(col, bg, f);
- }
- //The final output of the shader logic above
- //gl_FragColor is a vector with 4 paramaters(red, green, blue, alpha)
- //Only 2 need to be used here, as "col" is a vector that already carries r, g, and b values
- return float4(col, 1);
- }
- ENDCG
- }
- }
- FallBack "Diffuse"
- }
- Shader "Custom/shaderTest03" { // https://www.shadertoy.com/view/Xdf3DS
- Properties {
- _MainTex ("Base (RGB)", 2D) = "white" {}
- }
- SubShader {
- Pass {
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #pragma target 3.0
- #include "UnityCG.cginc"
- sampler2D _MainTex;
- struct myvars {
- float k;
- float f;
- float threshold;
- float3 colour;
- float3 normal;
- float3 lightPos;
- float3 lightColour;
- float3 ambient;
- float shinyness;
- float diffuseFactor;
- float4 fragCoord;
- };
- float2 center ( float2 border , float2 _offset , float2 vel, myvars mv) {
- float2 c = _offset + vel * _Time * 0.5;
- c = fmod ( c , 2. - 4. * border );
- if ( c.x > 1. - border.x ) c.x = 2. - c.x - 2. * border.x;
- if ( c.x < border.x ) c.x = 2. * border.x - c.x;
- if ( c.y > 1. - border.y ) c.y = 2. - c.y - 2. * border.y;
- if ( c.y < border.y ) c.y = 2. * border.y - c.y;
- return c;
- }
- float field ( float b, float r , myvars mv) {
- if ( r > b )
- return 0.0;
- if ( r >= b/3.0 ) {
- float rb = 1.0 - r/b;
- return (3.0*mv.k)/2.0 * rb * rb;
- }
- if ( r >= 0.0 && r <= b/3.0 ) {
- return mv.k * ( 1.0 - ( (3.0*r*r)/(b*b) ) );
- }
- return 0.0;
- }
- void circle ( float r , float2 col , float2 _offset , float2 vel, myvars mv ) {
- float2 pos = mv.fragCoord.xy / _ScreenParams.y;
- float aspect = _ScreenParams.x / _ScreenParams.y;
- float2 c = center ( float2 ( r / aspect , r ) , _offset , vel, mv);
- c.x *= aspect;
- float d = distance ( pos , c );
- float thisField = field (r, d, mv);
- mv.f += thisField;
- mv.colour += float3(col, 0) * thisField;
- mv.normal += normalize(float3(pos.x-c.x, pos.y-c.y,r))*thisField;
- }
- float4 vert(appdata_base v) : POSITION {
- return mul(UNITY_MATRIX_MVP, v.vertex);
- }
- float4 frag(float4 sp:WPOS): COLOR {
- myvars mv;
- mv.fragCoord = sp;
- mv.k = 100.0;
- mv.f = 0.0;
- mv.threshold = 10.0;
- mv.colour = float3(0.0,0.0,0.0);
- mv.normal = float3(0.0,0.0,0.0);
- mv.lightPos = float3(_ScreenParams.xy,2000.0);
- mv.lightColour = float3(0.9,0.9,1.0);
- mv.ambient = float3(0.1,0.0,0.0);
- mv.shinyness = 20.0;
- mv.diffuseFactor = 0.0006;
- circle ( .10 , float3 ( 0.7 , 0.2 , 0.8 ) , float2 ( .6 ) , float2 ( .30 , .70 ), mv );
- circle ( .09 , float3 ( 0.7 , 0.9 , 0.6 ) , float2 ( .1 ) , float2 ( .02 , .20 ), mv );
- circle ( .12 , float3 ( 0.3 , 0.4 , 0.1 ) , float2 ( .1 ) , float2 ( .10 , .04 ), mv );
- circle ( .15 , float3 ( 0.2 , 0.5 , 0.1 ) , float2 ( .3 ) , float2 ( .10 , .20 ), mv );
- circle ( .20 , float3 ( 0.1 , 0.3 , 0.7 ) , float2 ( .2 ) , float2 ( .40 , .25 ), mv );
- circle ( .30 , float3 ( 0.9 , 0.4 , 0.2 ) , float2 ( .0 ) , float2 ( .15 , .20 ), mv );
- float3 c;
- if (mv.f < mv.threshold)
- c = float3(0.0,0.0,0.0);
- else {
- mv.colour /= mv.f;
- mv.normal = mv.normal/mv.f;
- c = mv.ambient;
- float3 lightDir = mv.lightPos - float3(sp.xy,0.0);
- c += mv.colour * mv.diffuseFactor * max(dot(mv.normal,lightDir), 0.0);
- float3 r = normalize ( reflect ( lightDir, mv.normal ) );
- c += mv.lightColour * pow(max(dot(r,float3(0.0,0.0,-1.0)), 0.0), mv.shinyness);
- }
- return float4(c, 1);
- }
- ENDCG
- }
- }
- }
- Shader "stalendp/shaderTest04" { //see https://www.shadertoy.com/view/Xsf3R8
- Properties {
- _MainTex ("Base (RGB)", 2D) = "white" {}
- }
- SubShader {
- Pass {
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #pragma target 3.0
- #include "UnityCG.cginc"
- sampler2D _MainTex;
- struct Ray {
- float3 org;
- float3 dir;
- };
- float rayPlaneIntersect( Ray ray, float4 plane ) {
- float f = dot( ray.dir, plane.xyz );
- float t = -( dot( ray.org, plane.xyz ) + plane.w );
- t /= f;
- return t;
- }
- float3 shade( float3 pos, float3 nrm, float4 light ) {
- float3 toLight = light.xyz - pos;
- float toLightLen = length( toLight );
- toLight = normalize( toLight );
- float diff = dot( nrm, toLight );
- float attn = 1.0 - pow( min( 1.0, toLightLen / light.w ), 2.0 );
- float comb = 2.0 * diff * attn;
- return float3( comb, comb, comb );
- }
- float4 vert(appdata_base v) : POSITION {
- return mul(UNITY_MATRIX_MVP, v.vertex);
- }
- float4 frag(float4 sp:WPOS): COLOR {
- // gl_FragCoord: location (0.5, 0.5) is returned
- // for the lower-left-most pixel in a window
- // XY of the normalized device coordinate
- // ranged from [-1, 1]
- float2 ndcXY = -1.0 + 2.0 * sp.xy / _ScreenParams.xy;
- // aspect ratio
- float aspectRatio = _ScreenParams.x / _ScreenParams.y;
- // scaled XY which fits the aspect ratio
- float2 scaledXY = ndcXY * float2( aspectRatio, 1.0 );
- // camera XYZ in world space
- float3 camWsXYZ = float3( 0.0, 1.0, 0.0 );
- camWsXYZ.z += 10.0 * cos( _Time.y );
- // construct the ray in world space
- Ray ray;
- ray.org = camWsXYZ;
- ray.dir = float3( scaledXY, -2.0 ); // OpenGL is right handed
- // define the plane in world space
- float4 plane = float4( 0.0, 1.0, 0.0, 0.0 );
- float t = rayPlaneIntersect( ray, plane );
- // define the point light in world space (XYZ, range)
- float4 lightWs = float4( 0.0, 5.0, -5.0, 10.0 );
- if ( t >= 0.0 )
- {
- float3 sceneWsPos = ray.org + t * ray.dir;
- float3 sceneWsNrm = plane.xyz;
- float2 sceneUV = sceneWsPos.xz / 4.0;
- float4 sceneBase = tex2D( _MainTex, sceneUV );
- float3 sceneShade = shade( sceneWsPos, sceneWsNrm, lightWs );
- return float4( sceneShade * sceneBase.xyz, 1.0 );
- }
- return float4( 0.0, 0.0, 0.0, 1.0 );
- }
- ENDCG
- }
- }
- FallBack "Diffuse"
- }
- Shader "stalendp/shaderTest04" { //see https://www.shadertoy.com/view/MdB3Dw
- Properties {
- _MainTex ("Base (RGB)", 2D) = "white" {}
- }
- SubShader {
- Pass {
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #pragma target 3.0
- #include "UnityCG.cginc"
- #define USE_ANALYTICAL_MBLUR
- sampler2D _MainTex;
- // intersect a MOVING sphere
- float2 iSphere( in float3 ro, in float3 rd, in float4 sp, in float3 ve, out float3 nor )
- {
- float t = -1.0;
- float s = 0.0;
- nor = float3(0.0);
- float3 rc = ro - sp.xyz;
- float A = dot(rc,rd);
- float B = dot(rc,rc) - sp.w*sp.w;
- float C = dot(ve,ve);
- float D = dot(rc,ve);
- float E = dot(rd,ve);
- float aab = A*A - B;
- float eec = E*E - C;
- float aed = A*E - D;
- float k = aed*aed - eec*aab;
- if( k>0.0 )
- {
- k = sqrt(k);
- float hb = (aed - k)/eec;
- float ha = (aed + k)/eec;
- float ta = max( 0.0, ha );
- float tb = min( 1.0, hb );
- if( ta < tb )
- {
- ta = 0.5*(ta+tb);
- t = -(A-E*ta) - sqrt( (A-E*ta)*(A-E*ta) - (B+C*ta*ta-2.0*D*ta) );
- nor = normalize( (ro+rd*t) - (sp.xyz+ta*ve ) );
- s = 2.0*(tb - ta);
- }
- }
- return float2(t,s);
- }
- // intersect a STATIC sphere
- float iSphere( in float3 ro, in float3 rd, in float4 sp, out float3 nor )
- {
- float t = -1.0;
- nor = float3(0.0);
- float3 rc = ro - sp.xyz;
- float b = dot(rc,rd);
- float c = dot(rc,rc) - sp.w*sp.w;
- float k = b*b - c;
- if( k>0.0 )
- {
- t = -b - sqrt(k);
- nor = normalize( (ro+rd*t) - sp.xyz );
- }
- return t;
- }
- float3 getPosition( float time ) { return float3( 2.5*sin(8.0*time), 0.0, 1.0*cos(8.0*time) ); }
- float3 getVelocity( float time ) { return float3( 8.0*2.5*cos(8.0*time), 0.0, -8.0*1.0*sin(8.0*time) ); }
- float4 vert(appdata_base v) : POSITION {
- return mul(UNITY_MATRIX_MVP, v.vertex);
- }
- float4 frag(float4 sp:WPOS): COLOR {
- float2 q = sp.xy / _ScreenParams.xy;
- float2 p = -1.0 + 2.0*q;
- p.x *= _ScreenParams.x/_ScreenParams.y;
- // camera
- float3 ro = float3(0.0,0.0,4.0);
- float3 rd = normalize( float3(p.xy,-2.0) );
- // sphere
- // render
- float3 col = float3(0.0);
- #ifdef USE_ANALYTICAL_MBLUR
- //---------------------------------------------------
- // render with analytical motion blur
- //---------------------------------------------------
- float3 ce = getPosition( _Time.y );
- float3 ve = getVelocity( _Time.y );
- col = float3(0.25) + 0.3*rd.y;
- float3 nor = float3(0.0);
- float3 tot = float3(0.25) + 0.3*rd.y;
- float2 res = iSphere( ro, rd, float4(ce,1.0), ve/24.0, nor );
- float t = res.x;
- if( t>0.0 )
- {
- float dif = clamp( dot(nor,float3(0.5703)), 0.0, 1.0 );
- float amb = 0.5 + 0.5*nor.y;
- float3 lcol = dif*float3(1.0,0.9,0.3) + amb*float3(0.1,0.2,0.3);
- col = lerp( tot, lcol, res.y );
- }
- #else
- //---------------------------------------------------
- // render with brute force sampled motion blur
- //---------------------------------------------------
- #define NUMSAMPLES 32
- float3 tot = float3(0.0);
- for( int i=0; i<numsamples; i++="" )="" {="" float="" fi="float(i)/float(NUMSAMPLES);" float3="" ce="getPosition(" _time.y="" +="" 24.0="" );="" nor="float3(0.0);" tmp="float3(0.25)" 0.3*rd.y;="" t="iSphere(" ro,="" rd,="" float4(ce,1.0),="" if(="">0.0 )
- {
- float dif = clamp( dot(nor,float3(0.5703)), 0.0, 1.0 );
- float amb = 0.5 + 0.5*nor.y;
- tmp = dif*float3(1.0,0.9,0.3) + amb*float3(0.1,0.2,0.3);
- }
- col += tmp;
- }
- col /= float(NUMSAMPLES);
- #endif
- col = pow( clamp(col,0.0,1.0), float3(0.45) );
- return float4( col, 1.0 );
- }
- ENDCG
- }
- }
- FallBack "Diffuse"
- }
- </numsamples;>
- Shader "stalendp/shaderTest05" { //see https://www.shadertoy.com/view/XsB3DW
- Properties {
- _MainTex ("Base (RGB)", 2D) = "white" {}
- _CubeDiffuse ("Cubemap Diffuse Map", CUBE) = "" {}
- vv1("vv1", float) = -1.0
- vv2("vv2", float) = 2.0
- }
- SubShader {
- Pass {
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #pragma target 3.0
- //下面防止编译错误:instruction limit of 1024 exceed;
- #pragma glsl
- #include "UnityCG.cginc"
- #define MAX_STEPS 64
- #define MAX_REFLECTIONS 4
- #define PI 3.1415926536
- sampler2D _MainTex;
- samplerCUBE _CubeDiffuse;
- float vv1, vv2;
- struct Ray {
- float3 o;
- float3 d;
- };
- struct Sphere {
- float3 o;
- float r;
- };
- struct Box {
- float3 o;
- float3 s;
- };
- struct Torus {
- float3 o;
- float2 s;
- };
- float2 rotate2d(in float2 v, in float a) {
- float sinA = sin(a);
- float cosA = cos(a);
- return float2(v.x * cosA - v.y * sinA, v.y * cosA + v.x * sinA);
- }
- float sdSphere(in float3 p, in Sphere s) {
- return length(p-s.o)-s.r;
- }
- float sdBox(in float3 p, in Box b) {
- float3 d = abs(p-b.o) - b.s;
- return min(max(d.x,max(d.y,d.z)),0.0) +
- length(max(d,0.0));
- }
- float sdTorus(in float3 p, in Torus t) {
- p -= t.o;
- float2 q = float2(length(p.xz)-t.s.x,p.y);
- return length(q)-t.s.y;
- }
- float world(in float3 p) {
- float ti = fmod(_Time.y,10.);
- if(ti > 2.) {
- Sphere s0 = Sphere(float3(0),1.);
- Box b0 = Box(float3(0),float3(.8));
- if(ti < 4.) {
- return max(-sdSphere(p,s0),sdBox(p,b0));
- } else if(ti < 6.) {
- return min(sdSphere(p,s0),sdBox(p,b0));
- } else if(ti < 8.) {
- return max(sdSphere(p,s0),sdBox(p,b0));
- } else {
- return max(sdSphere(p,s0),-sdBox(p,b0));
- }
- } else {
- float3 pr = p.xzy;
- return sdTorus(pr, Torus(float3(0),float2(1.,.5)));
- }
- }
- float3 getNormal(in float3 p) {
- float3 d = float3(.005,0,0);
- float3 n;
- n.x = world(p+d.xyy);
- n.y = world(p+d.yxy);
- n.z = world(p+d.yyx);
- return normalize(n);
- }
- bool march(in Ray r, out float3 p) {
- p = r.o;
- float d;
- for(int i = 0; i < MAX_STEPS; i++) {
- d = world(p);
- p += r.d*d;
- }
- return d<=0.01;
- }
- float3 colorMarch(in Ray r) {
- float3 p;
- float3 col = float3(0);
- for(int i = 0; i < MAX_REFLECTIONS; i++) {
- if(march(r,p)) {
- float3 ldir = normalize(float3(1,-1,.5));
- float3 n = getNormal(p);
- col += float3(dot(n,-ldir))*.25;
- r = Ray(p,reflect(r.d,n));
- r.o += r.d*0.2;
- } else {
- break;
- }
- }
- col += texCUBE(_CubeDiffuse, r.d).rgb;
- return col;
- }
- float4 vert(appdata_base v) : POSITION {
- return mul(UNITY_MATRIX_MVP, v.vertex);
- }
- float4 frag(float4 sp:WPOS): COLOR {
- float2 uv = 2.*sp.xy/_ScreenParams.xy-1.;
- uv.x *= _ScreenParams.x/_ScreenParams.y;
- Ray r = Ray(float3(0,0,-2),normalize(float3(uv,1)));
- r.o.xz = rotate2d(r.o.xz,_Time.y*.5);
- r.d.xz = rotate2d(r.d.xz,_Time.y*.5);
- float3 cc =colorMarch(r);
- return float4( cc, 1.0 );
- }
- ENDCG
- }
- }
- FallBack "Diffuse"
- }
CGINCLUDE的使用