unity-shader-example-stylizeGem

buildin效果图

urp效果图

StylizeGem.shader

StylizeGem.shader
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Shader "HHF/Example/StylizeGem"
{
Properties
{
[Header(Specular)]
_SpecularColor("Specular Color",color) = (1,1,1,1)
_Shiness("Shiness",float) = 2

[Header(Rim)]
_RimColorInner("RimColorInner",color) = (1,1,1,1)
_RimColorOuter("RimColorOuter",color) = (1,1,1,1)
_Rim("Intensity(X) Fade(Y)",vector) = (1,2,0,0)

[Header(Reflect)]
_Reflect("Reflect",range(0,1)) = 0.1
_ReflectColorOffset("ReflectColorOffset",range(0,0.2)) = 0.01

[Header(Noise)]
[Toggle]_NoiseEnabled("NoiseEnabled",int) = 0
_Noise("Intensity(X) Fade(Y) Parallax(Z)",vector) = (1,2,1,0)
_NoiseMap("NoiseMap", 2D) = "white" {}
}

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

Pass
{
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 shader_feature_local _ _NOISEENABLED_ON
#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"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/UnityInstancing.hlsl"

struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
half3 normal : NORMAL;
half4 tangent : TANGENT;
};

struct v2f
{
float4 positionCS : SV_POSITION;
float2 uv : TEXCOORD0;
float3 normalWS : TEXCOORD1;
float3 positionWS : TEXCOORD2;
float3 viewWS : TEXCOORD3;
float4 tangentWS : TEXCOORD4;
float4 bitangentWS : TEXCOORD5;
};

CBUFFER_START(UnityPerMaterial)
half3 _SpecularColor;
float4 _NoiseMap_ST;
half _Shiness;
half3 _RimColorInner,_RimColorOuter;
half4 _Rim;
half _Reflect;
half _ReflectColorOffset;
half4 _Noise;
CBUFFER_END
TEXTURE2D (_NoiseMap);SAMPLER(sampler_NoiseMap);
TEXTURE2D (_CameraOpaqueTexture);SAMPLER(sampler_CameraOpaqueTexture);

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

o.positionCS = TransformObjectToHClip(v.vertex.xyz);
o.uv = TRANSFORM_TEX(v.uv, _NoiseMap);
o.positionWS = TransformObjectToWorld(v.vertex.xyz);
o.normalWS = TransformObjectToWorldNormal(v.normal.xyz);
o.viewWS = _WorldSpaceCameraPos.xyz - o.positionWS.xyz;

#if _NOISEENABLED_ON
o.tangentWS.xyz = TransformObjectToWorldDir(v.tangent.xyz);
half sign = v.tangent.w * GetOddNegativeScale();
o.bitangentWS.xyz = cross(o.normalWS.xyz, o.tangentWS.xyz) * sign;
#endif

return o;
}

half4 frag(v2f i) : SV_Target
{
half4 c = 1;

// Blinn-Phong
// SpecularColor * Ks * pow(max(0,dot(N,H)),Shiness)
half3 N = normalize(i.normalWS);
Light mainLight = GetMainLight();
half3 L = mainLight.direction;
half3 V = normalize(i.viewWS);
half3 H = normalize(L+V);
half3 specular = _SpecularColor * pow(max(0,dot(N,H)),_Shiness);
// return half4(specular, 1);

// 外发光
half NoV = 1-max(0,dot(N,V));
half3 rim = _Rim.x * PositivePow(NoV,_Rim.y);
rim = lerp(_RimColorInner, _RimColorOuter,rim);
c.rgb = specular + rim;
// return c;

// 假穿透和色彩偏移
float2 screenUV = i.positionCS.xy / _ScreenParams.xy;
screenUV = lerp(screenUV,NoV,_Reflect);
half3 reflect;
reflect.r = SAMPLE_TEXTURE2D(_CameraOpaqueTexture, sampler_CameraOpaqueTexture, screenUV).r;
reflect.gb = SAMPLE_TEXTURE2D(_CameraOpaqueTexture, sampler_CameraOpaqueTexture, screenUV+_ReflectColorOffset).gb;
c.rgb += reflect;
// return c;

// 亮闪闪
#if _NOISEENABLED_ON
float2 offset = 0;
half3 V1 = mul(float3x3(i.tangentWS.xyz, i.bitangentWS.xyz, i.normalWS.xyz),-V);
offset = V1.xy * NoV * _Noise.z;
half3 noiseMap = SAMPLE_TEXTURE2D(_NoiseMap, sampler_NoiseMap, i.uv+offset).rgb*2-1;
noiseMap = mul(noiseMap,half3x3(i.tangentWS.xyz, i.bitangentWS.xyz, i.normalWS.xyz));
half3 N1 = N + noiseMap;
half N1oV = max(0,dot(N1,V));
half3 noise = _Noise.x * pow(N1oV,_Noise.y);
c.rgb += noise;
#endif

return c;
}
ENDHLSL
}
}

SubShader
{
Tags { "Queue"="Transparent" }

GrabPass { "_CameraOpaqueTexture" }

Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma shader_feature_local _ _NOISEENABLED_ON

#include "UnityCG.cginc"

struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
half3 normal : NORMAL;
half4 tangent : TANGENT;
};

struct v2f
{
float4 positionCS : SV_POSITION;
float2 uv : TEXCOORD0;
float3 normalWS : TEXCOORD1;
float3 positionWS : TEXCOORD2;
float3 viewWS : TEXCOORD3;
float4 tangentWS : TEXCOORD4;
float4 bitangentWS : TEXCOORD5;
};

half3 _SpecularColor;
sampler2D _NoiseMap; float4 _NoiseMap_ST;
sampler2D _CameraOpaqueTexture;
half _Shiness;
half3 _RimColorInner,_RimColorOuter;
half4 _Rim;
half _Reflect;
half _ReflectColorOffset;
half4 _Noise;

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

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

#if _NOISEENABLED_ON
o.tangentWS.xyz = UnityObjectToWorldDir(v.tangent);
half sign = v.tangent.w * unity_WorldTransformParams.w;
o.bitangentWS.xyz = cross(o.normalWS.xyz, o.tangentWS.xyz) * sign;
#endif

return o;
}

half4 frag(v2f i) : SV_Target
{
half4 c = 1;

// Blinn-Phong
// SpecularColor * Ks * pow(max(0,dot(N,H)),Shiness)
half3 N = normalize(i.normalWS);
half3 L = _WorldSpaceLightPos0;
half3 V = normalize(i.viewWS);
half3 H = normalize(L+V);
half3 specular = _SpecularColor * pow(max(0,dot(N,H)),_Shiness);
// return half4(specular, 1);

// 外发光
half NoV = 1 - max(0,dot(N,V));
half3 rim = _Rim.x * pow(NoV,_Rim.y);
rim = lerp(_RimColorInner, _RimColorOuter,rim);
c.rgb = specular + rim;
// return c;

// 假穿透和色彩偏移
float2 screenUV = i.positionCS.xy / _ScreenParams.xy;
screenUV = lerp(screenUV,NoV,_Reflect);
half3 reflect;
reflect.r = tex2D(_CameraOpaqueTexture, screenUV).r;
reflect.gb = tex2D(_CameraOpaqueTexture, screenUV+_ReflectColorOffset).gb;
c.rgb += reflect;
// return c;

// 亮闪闪
#if _NOISEENABLED_ON
float2 offset = 0;
half3 V1 = mul(float3x3(i.tangentWS.xyz, i.bitangentWS.xyz, i.normalWS.xyz),-V);
offset = V1.xy * NoV * _Noise.z;
half3 noiseMap = tex2D(_NoiseMap, i.uv+offset).rgb*2-1;
noiseMap = mul(noiseMap,half3x3(i.tangentWS.xyz, i.bitangentWS.xyz, i.normalWS.xyz));
half3 N1 = N + noiseMap;
half N1oV = max(0,dot(N1,V));
half3 noise = _Noise.x * pow(N1oV,_Noise.y);
c.rgb += noise;
#endif

return c;
}

ENDCG
}
}
}