unity-shader-example-cartoonCharacter

buildin效果图

urp效果图

CartoonCharacter.shader

CartoonCharacter.shader
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Shader "HHF/Example/CartoonCharacter"
{
Properties
{
[Header(Base)]
_BaseColor("Base Color",color) = (1,1,1,1)
_BaseMap("BaseMap", 2D) = "white" {}

[Header(Outline)]
_OutlineColor("OutlineColor",color) = (0,0,0,0)
_OutlineWidth("OutlineWidth",range(0,10)) = 0.1
_UnifomWidth("UniformWidth",range(0, 1)) = 0.5

[Header(Color)]
[IntRange]_Step("Step",range(1,5)) = 2
[NoScaleOffset]_ShadowRampMap("ShadowRampMap",2D) = "white"{}
[NoScaleOffset]_ShadowMap("ShadowMap",2D) = "black"{}

[Header(Specular)]
_Specular("Strength(X) Gloss(Y) Soft(Z) Alpha(W)",vector) = (1,1,0,0)
_SpecualrMaskMap("SpecularMask(R)",2D) = "black"{}

[Header(Fresnel)]
_FresnelColor("FresnelColor",color) = (1,1,1,1)
_Fresnel("Strength(X) Gloss(Y) Soft(Z)",vector) = (1,1,0,0)
}

SubShader
{
Tags { "Queue"="Geometry" "RenderType" = "Opaque" "IgnoreProjector" = "True" "RenderPipeline" = "UniversalPipeline" }

Pass
{
Tags {"LightMode" = "UniversalForward"}
HLSLPROGRAM
// Required to compile gles 2.0 with standard srp library
#pragma prefer_hlslcc gles
#pragma exclude_renderers d3d11_9x
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS
#pragma multi_compile _ _SHADOWS_SOFT
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"

struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
float3 normal : NORMAL;
};

struct v2f
{
float4 positionCS : SV_POSITION;
float2 uv : TEXCOORD0;
half3 normalWS : TEXCOORD1;
half3 viewWS : TEXCOORD2;
float4 shadowCoord : TEXCOORD3;
};

CBUFFER_START(UnityPerMaterial)
half4 _BaseColor;
float4 _BaseMap_ST;
half _Step;
half4 _Specular,_Fresnel,_FresnelColor;
CBUFFER_END
TEXTURE2D (_BaseMap);SAMPLER(sampler_BaseMap);
TEXTURE2D (_ShadowRampMap);SAMPLER(sampler_ShadowRampMap);
TEXTURE2D (_ShadowMap);
TEXTURE2D (_SpecualrMaskMap);

v2f vert(appdata v)
{
v2f o = (v2f)0;

o.positionCS = TransformObjectToHClip(v.vertex.xyz);
o.uv = TRANSFORM_TEX(v.uv, _BaseMap);
o.normalWS = TransformObjectToWorldNormal(v.normal.xyz);
float3 positionWS = TransformObjectToWorld(v.vertex.xyz);
o.viewWS = normalize(_WorldSpaceCameraPos - positionWS);
o.shadowCoord = TransformWorldToShadowCoord(positionWS);
return o;
}

half4 frag(v2f i) : SV_Target
{
half4 c;
half4 baseMap = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, i.uv);
c = baseMap * _BaseColor;

// 利用lambert光照求出模型表面0~1的明暗面
// 然后再利用相应的算法做出硬边明暗面
Light mainLight = GetMainLight(i.shadowCoord);
// return mainLight.shadowAttenuation;
half3 L = mainLight.direction;
half3 N = normalize(i.normalWS);
half3 V = normalize(i.viewWS);
half NdotL = dot(N,L)*0.5+0.5; // 从[-1,1]变换到[0,1]

// 明暗色阶的漫反射
// 利用公式实现多阶分色
// half4 level = ceil(NdotL * _Step)/_Step;
// 利用采样渐变图实现更灵活的明暗上色方式
half4 shadowRampMap = SAMPLE_TEXTURE2D(_ShadowRampMap, sampler_ShadowRampMap, NdotL);
half4 level = shadowRampMap;
half4 shadowMap = SAMPLE_TEXTURE2D(_ShadowMap, sampler_BaseMap, i.uv);
level *= shadowMap.a * 0.5 + 0.5; // 将美术给的阴影图从(0~1)变换到(0.5~1),这样阴影不会太暗
level *= mainLight.shadowAttenuation;
c = lerp(c * shadowMap,c,level);

// 高光
half3 H = normalize(L+V);
half NdotH = saturate(dot(N,H));
half4 specular = _Specular.x * pow(NdotH,_Specular.y);
specular = smoothstep(0.5, 0.5 + _Specular.z, specular);
half4 specularMaskMap = SAMPLE_TEXTURE2D(_SpecualrMaskMap, sampler_BaseMap, i.uv);
specular *= specularMaskMap;
specular *= _Specular.w;
c += specular;

// 外发光
half NdotV = 1-saturate(dot(N,V));
half4 fresnel = _Fresnel.x * pow(NdotV, _Fresnel.y);
fresnel = smoothstep(0.5, 0.5+_Fresnel.z, fresnel);
fresnel *= _FresnelColor;
c += fresnel;
// return fresnel;

return c;
}

ENDHLSL
}

Pass
{
Tags {"LightMode" = "SRPDefaultUnlit"}
Cull Front
HLSLPROGRAM
// Required to compile gles 2.0 with standard srp library
#pragma prefer_hlslcc gles
#pragma exclude_renderers d3d11_9x
#pragma vertex vert
#pragma fragment frag
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"

struct appdata
{
float4 vertex : POSITION;
float3 tangent : TANGENT; // 为了不影响法线,处理描边断裂,使用切线存储的是平均化后的法线(可以使用houdini之类的软件对模型进行处理将平均化后的法线存储到切线)
half4 color : COLOR;
float uv : TEXCOORD0;
};

struct v2f
{
float4 positionCS : SV_POSITION;
half4 color : TEXCOORD0;
float2 uv : TEXCOORD1;
};

CBUFFER_START(UnityPerMaterial)
half4 _OutlineColor;
half _OutlineWidth;
half _UnifomWidth;
CBUFFER_END

TEXTURE2D (_ShadowMap);SAMPLER(sampler_ShadowMap);

v2f vert(appdata v)
{
v2f o = (v2f)0;

// 描边的宽度本身不会变化,只是由于我们离的远了,所以感觉是变细了
// 因此只需要对描边宽度乘上一个越来越大的值做为弥补即可
// 求出相机与顶点间的距离
float3 positionWS = TransformObjectToWorld(v.vertex.xyz);
float distance = length(_WorldSpaceCameraPos - positionWS);
// distance = 1;正常近大远小的表现
// distance = distance;远近一样大小的表现
// distance = lerp(1,distance,_UnifomWidth);
distance = pow(distance,_UnifomWidth);

float3 positionOS = v.vertex.xyz;
float3 width = normalize(v.tangent) * _OutlineWidth * 0.01;
width *= distance;
width *= v.color.a;
positionOS += width;
o.positionCS = TransformObjectToHClip(positionOS);
o.color = v.color;
o.uv = v.uv;
return o;
}

half4 frag(v2f i) : SV_Target
{
half4 shadowMap = SAMPLE_TEXTURE2D(_ShadowMap, sampler_ShadowMap, i.uv);
return shadowMap * _OutlineColor;
}

ENDHLSL
}

Pass
{
Name "ShadowCaster"
Tags{"LightMode" = "ShadowCaster"}

ZWrite On
ZTest LEqual
ColorMask 0
Cull[_Cull]

HLSLPROGRAM
#pragma exclude_renderers gles gles3 glcore
#pragma target 4.5

// -------------------------------------
// Material Keywords
#pragma shader_feature_local_fragment _ALPHATEST_ON
#pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA

//--------------------------------------
// GPU Instancing
#pragma multi_compile_instancing
#pragma multi_compile _ DOTS_INSTANCING_ON

#pragma vertex ShadowPassVertex
#pragma fragment ShadowPassFragment

#include "Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitInput.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Shaders/ShadowCasterPass.hlsl"
ENDHLSL
}
}

SubShader
{
Tags { "Queue"="Geometry" }

Pass
{
Cull Front

CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"

struct appdata
{
float4 vertex : POSITION;
float3 tangent : TANGENT; // 为了不影响法线,处理描边断裂,使用切线存储的是平均化后的法线(可以使用houdini之类的软件对模型进行处理将平均化后的法线存储到切线)
half4 color : COLOR;
float uv : TEXCOORD0;
};

struct v2f
{
float4 positionCS : SV_POSITION;
half4 color : TEXCOORD0;
float2 uv : TEXCOORD1;
};

half4 _OutlineColor;
half _OutlineWidth;
half _UnifomWidth;
sampler2D _ShadowMap;

v2f vert(appdata v)
{
v2f o = (v2f)0;

// 描边的宽度本身不会变化,只是由于我们离的远了,所以感觉是变细了
// 因此只需要对描边宽度乘上一个越来越大的值做为弥补即可
// 求出相机与顶点间的距离
float3 positionWS = mul(UNITY_MATRIX_M, v.vertex);
float distance = length(_WorldSpaceCameraPos - positionWS);
// distance = 1;正常近大远小的表现
// distance = distance;远近一样大小的表现
// distance = lerp(1,distance,_UnifomWidth);
distance = pow(distance,_UnifomWidth);

float3 positionOS = v.vertex.xyz;
float3 width = normalize(v.tangent) * _OutlineWidth * 0.01;
width *= distance;
width *= v.color.a;
positionOS += width;
o.positionCS = UnityObjectToClipPos(positionOS);
o.color = v.color;
o.uv = v.uv;
return o;
}

half4 frag(v2f i) : SV_Target
{
half4 shadowMap = tex2D(_ShadowMap, i.uv);
return shadowMap * _OutlineColor;
}

ENDCG
}

Pass
{
// Tags { "LightMode"="ForwardBase" }

CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_fwdbase
#include "UnityCG.cginc"
#include "Lighting.cginc"
#include "AutoLight.cginc"

struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
float3 normal : NORMAL;
};

struct v2f
{
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
half3 normalWS : TEXCOORD1;
half3 viewWS : TEXCOORD2;
half3 positionWS : TEXCOORD3;

UNITY_SHADOW_COORDS(4)
};

half4 _BaseColor;
sampler2D _BaseMap;float4 _BaseMap_ST;
sampler2D _ShadowRampMap;
sampler2D _ShadowMap;
sampler2D _SpecualrMaskMap;
half _Step;
half4 _Specular,_Fresnel,_FresnelColor;

v2f vert(appdata v)
{
v2f o = (v2f)0;

o.pos = UnityObjectToClipPos(v.vertex.xyz);
o.uv = TRANSFORM_TEX(v.uv, _BaseMap);
o.normalWS = UnityObjectToWorldNormal(v.normal.xyz);
o.positionWS = mul(UNITY_MATRIX_M, v.vertex);
o.viewWS = normalize(_WorldSpaceCameraPos - o.positionWS);

TRANSFER_SHADOW(o)
return o;
}

half4 frag(v2f i) : SV_Target
{
half4 c;
half4 baseMap = tex2D(_BaseMap, i.uv);
c = baseMap * _BaseColor;

UNITY_LIGHT_ATTENUATION(atten, i, i.positionWS)

// 利用lambert光照求出模型表面0~1的明暗面
// 然后再利用相应的算法做出硬边明暗面
half3 L = _WorldSpaceLightPos0;
half3 N = normalize(i.normalWS);
half3 V = normalize(i.viewWS);
half NdotL = dot(N,L)*0.5+0.5; // 从[-1,1]变换到[0,1]

// 明暗色阶的漫反射
// 利用公式实现多阶分色
// half4 level = ceil(NdotL * _Step)/_Step;
// 利用采样渐变图实现更灵活的明暗上色方式
half4 shadowRampMap = tex2D(_ShadowRampMap, NdotL);
half4 level = shadowRampMap;
half4 shadowMap = tex2D(_ShadowMap, i.uv);
level *= shadowMap.a * 0.5 + 0.5; // 将美术给的阴影图从(0~1)变换到(0.5~1),这样阴影不会太暗
level *= atten;
c = lerp(c * shadowMap,c,level);

// 高光
half3 H = normalize(L+V);
half NdotH = saturate(dot(N,H));
half4 specular = _Specular.x * pow(NdotH,_Specular.y);
specular = smoothstep(0.5, 0.5 + _Specular.z, specular);
half4 specularMaskMap = tex2D(_SpecualrMaskMap, i.uv);
specular *= specularMaskMap;
specular *= _Specular.w;
c += specular;

// 外发光
half NdotV = 1-saturate(dot(N,V));
half4 fresnel = _Fresnel.x * pow(NdotV, _Fresnel.y);
fresnel = smoothstep(0.5, 0.5+_Fresnel.z, fresnel);
fresnel *= _FresnelColor;
c += fresnel;
// return fresnel;

return c;
}

ENDCG
}

pass
{
Tags {"LightMode" = "ShadowCaster"}
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_shadowcaster
#include "UnityCG.cginc"

struct appdata
{
float4 vertex:POSITION;
half3 normal:NORMAL;
};

struct v2f
{
V2F_SHADOW_CASTER;
};

v2f vert(appdata v)
{
v2f o = (v2f)0;
TRANSFER_SHADOW_CASTER_NORMALOFFSET(o)
return o;
}

fixed4 frag(v2f i):SV_TARGET
{
SHADOW_CASTER_FRAGMENT(i)
}
ENDCG
}
}
}