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日落20181220001 - Unity插件应用之ShaderForge使用噪声纹理制作效果

程序员文章站 2022-03-02 15:50:37
环境系统:Windows 10引擎:Unity 2017.2.1f1插件:Shader Forge 1.38工具:Photoshop目的Shader Forge使用噪声纹理制作效果的实例。(1)首先需要四张图:(1-1)材质纹理,使用Shader Forge自带。(1-2)法线纹理,使用Shader Forge自带。(1-3)噪声纹理,使用Shader Forge自......

环境

系统:Windows 10
引擎:Unity 2017.2.1f1
插件:Shader Forge 1.38
工具:Photoshop

目的

Shader Forge使用噪声纹理制作效果的实例。

(1)首先需要四张图:

(1-1)材质纹理,使用Shader Forge自带。
日落20181220001 - Unity插件应用之ShaderForge使用噪声纹理制作效果

(1-2)法线纹理,使用Shader Forge自带。
日落20181220001 - Unity插件应用之ShaderForge使用噪声纹理制作效果

(1-3)噪声纹理,使用Shader Forge自带。
日落20181220001 - Unity插件应用之ShaderForge使用噪声纹理制作效果

(1-4)渐变图,使用Photoshop制作,注意左侧边缘处加入1px的透明。
日落20181220001 - Unity插件应用之ShaderForge使用噪声纹理制作效果

(2)场景布局如下。
日落20181220001 - Unity插件应用之ShaderForge使用噪声纹理制作效果

(3)Shader Forge编辑如下。(编辑方式看《Unity插件应用之ShaderForge制作颜色渐变效果》)
日落20181220001 - Unity插件应用之ShaderForge使用噪声纹理制作效果

(4)记得勾选OpenGLES 3.0哦。
日落20181220001 - Unity插件应用之ShaderForge使用噪声纹理制作效果

(5)其shader代码如下。

// 前略...

Shader "Shader Forge/DissolveShader" {
    Properties {
        _noise ("noise", 2D) = "white" {}
        _dissolve_amount ("dissolve_amount", Range(0, 1)) = 0.4982279
        _node_9421 ("node_9421", 2D) = "bump" {}
        _node_5041 ("node_5041", 2D) = "white" {}
        _ramp ("ramp", 2D) = "white" {}
        [HideInInspector]_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5
    }
    SubShader {
        Tags {
            "Queue"="AlphaTest"
            "RenderType"="TransparentCutout"
        }
        Pass {
            Name "FORWARD"
            Tags {
                "LightMode"="ForwardBase"
            }
            Cull Off
            
            
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            #define UNITY_PASS_FORWARDBASE
            #include "UnityCG.cginc"
            #include "AutoLight.cginc"
            #include "UnityPBSLighting.cginc"
            #include "UnityStandardBRDF.cginc"
            #pragma multi_compile_fwdbase_fullshadows
            #pragma only_renderers d3d9 d3d11 glcore gles 
            #pragma target 3.0
            uniform sampler2D _noise; uniform float4 _noise_ST;
            uniform float _dissolve_amount;
            uniform sampler2D _node_5041; uniform float4 _node_5041_ST;
            uniform sampler2D _node_9421; uniform float4 _node_9421_ST;
            uniform sampler2D _ramp; uniform float4 _ramp_ST;
            struct VertexInput {
                float4 vertex : POSITION;
                float3 normal : NORMAL;
                float4 tangent : TANGENT;
                float2 texcoord0 : TEXCOORD0;
            };
            struct VertexOutput {
                float4 pos : SV_POSITION;
                float2 uv0 : TEXCOORD0;
                float4 posWorld : TEXCOORD1;
                float3 normalDir : TEXCOORD2;
                float3 tangentDir : TEXCOORD3;
                float3 bitangentDir : TEXCOORD4;
                LIGHTING_COORDS(5,6)
            };
            VertexOutput vert (VertexInput v) {
                VertexOutput o = (VertexOutput)0;
                o.uv0 = v.texcoord0;
                o.normalDir = UnityObjectToWorldNormal(v.normal);
                o.tangentDir = normalize( mul( unity_ObjectToWorld, float4( v.tangent.xyz, 0.0 ) ).xyz );
                o.bitangentDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w);
                o.posWorld = mul(unity_ObjectToWorld, v.vertex);
                float3 lightColor = _LightColor0.rgb;
                o.pos = UnityObjectToClipPos( v.vertex );
                TRANSFER_VERTEX_TO_FRAGMENT(o)
                return o;
            }
            float4 frag(VertexOutput i, float facing : VFACE) : COLOR {
                float isFrontFace = ( facing >= 0 ? 1 : 0 );
                float faceSign = ( facing >= 0 ? 1 : -1 );
                i.normalDir = normalize(i.normalDir);
                i.normalDir *= faceSign;
                float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir);
                float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
                float3 _node_9421_var = UnpackNormal(tex2D(_node_9421,TRANSFORM_TEX(i.uv0, _node_9421)));
                float3 normalLocal = _node_9421_var.rgb;
                float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals
                float3 viewReflectDirection = reflect( -viewDirection, normalDirection );
                float4 _noise_var = tex2D(_noise,TRANSFORM_TEX(i.uv0, _noise));
                float node_9277 = ((_dissolve_amount*1.4+-0.7)+_noise_var.r);
                clip(node_9277 - 0.5);
                float3 lightDirection = normalize(_WorldSpaceLightPos0.xyz);
                float3 lightColor = _LightColor0.rgb;
                float3 halfDirection = normalize(viewDirection+lightDirection);
////// Lighting:
                float attenuation = LIGHT_ATTENUATION(i);
                float3 attenColor = attenuation * _LightColor0.xyz;
                float Pi = 3.141592654;
                float InvPi = 0.31830988618;
///////// Gloss:
                float gloss = 0.5;
                float perceptualRoughness = 1.0 - 0.5;
                float roughness = perceptualRoughness * perceptualRoughness;
                float specPow = exp2( gloss * 10.0 + 1.0 );
/////// GI Data:
                UnityLight light;
                #ifdef LIGHTMAP_OFF
                    light.color = lightColor;
                    light.dir = lightDirection;
                    light.ndotl = LambertTerm (normalDirection, light.dir);
                #else
                    light.color = half3(0.f, 0.f, 0.f);
                    light.ndotl = 0.0f;
                    light.dir = half3(0.f, 0.f, 0.f);
                #endif
                UnityGIInput d;
                d.light = light;
                d.worldPos = i.posWorld.xyz;
                d.worldViewDir = viewDirection;
                d.atten = attenuation;
                Unity_GlossyEnvironmentData ugls_en_data;
                ugls_en_data.roughness = 1.0 - gloss;
                ugls_en_data.reflUVW = viewReflectDirection;
                UnityGI gi = UnityGlobalIllumination(d, 1, normalDirection, ugls_en_data );
                lightDirection = gi.light.dir;
                lightColor = gi.light.color;
////// Specular:
                float NdotL = saturate(dot( normalDirection, lightDirection ));
                float LdotH = saturate(dot(lightDirection, halfDirection));
                float3 specularColor = 0.0;
                float specularMonochrome;
                float4 _node_5041_var = tex2D(_node_5041,TRANSFORM_TEX(i.uv0, _node_5041));
                float3 diffuseColor = _node_5041_var.rgb; // Need this for specular when using metallic
                diffuseColor = DiffuseAndSpecularFromMetallic( diffuseColor, specularColor, specularColor, specularMonochrome );
                specularMonochrome = 1.0-specularMonochrome;
                float NdotV = abs(dot( normalDirection, viewDirection ));
                float NdotH = saturate(dot( normalDirection, halfDirection ));
                float VdotH = saturate(dot( viewDirection, halfDirection ));
                float visTerm = SmithJointGGXVisibilityTerm( NdotL, NdotV, roughness );
                float normTerm = GGXTerm(NdotH, roughness);
                float specularPBL = (visTerm*normTerm) * UNITY_PI;
                #ifdef UNITY_COLORSPACE_GAMMA
                    specularPBL = sqrt(max(1e-4h, specularPBL));
                #endif
                specularPBL = max(0, specularPBL * NdotL);
                #if defined(_SPECULARHIGHLIGHTS_OFF)
                    specularPBL = 0.0;
                #endif
                specularPBL *= any(specularColor) ? 1.0 : 0.0;
                float3 directSpecular = attenColor*specularPBL*FresnelTerm(specularColor, LdotH);
                float3 specular = directSpecular;
/////// Diffuse:
                NdotL = max(0.0,dot( normalDirection, lightDirection ));
                half fd90 = 0.5 + 2 * LdotH * LdotH * (1-gloss);
                float nlPow5 = Pow5(1-NdotL);
                float nvPow5 = Pow5(1-NdotV);
                float3 directDiffuse = ((1 +(fd90 - 1)*nlPow5) * (1 + (fd90 - 1)*nvPow5) * NdotL) * attenColor;
                float3 indirectDiffuse = float3(0,0,0);
                indirectDiffuse += UNITY_LIGHTMODEL_AMBIENT.rgb; // Ambient Light
                float3 diffuse = (directDiffuse + indirectDiffuse) * diffuseColor;
////// Emissive:
                float2 node_6946 = float2(saturate((node_9277*8.0+-4.0)),0.0);
                float4 node_2059 = tex2D(_ramp,TRANSFORM_TEX(node_6946, _ramp));
                float3 emissive = node_2059.rgb;
/// Final Color:
                float3 finalColor = diffuse + specular + emissive;
                return fixed4(finalColor,1);
            }
            ENDCG
        }
        Pass {
            Name "FORWARD_DELTA"
            Tags {
                "LightMode"="ForwardAdd"
            }
            Blend One One
            Cull Off
            
            
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            #define UNITY_PASS_FORWARDADD
            #include "UnityCG.cginc"
            #include "AutoLight.cginc"
            #include "UnityPBSLighting.cginc"
            #include "UnityStandardBRDF.cginc"
            #pragma multi_compile_fwdadd_fullshadows
            #pragma only_renderers d3d9 d3d11 glcore gles 
            #pragma target 3.0
            uniform sampler2D _noise; uniform float4 _noise_ST;
            uniform float _dissolve_amount;
            uniform sampler2D _node_5041; uniform float4 _node_5041_ST;
            uniform sampler2D _node_9421; uniform float4 _node_9421_ST;
            uniform sampler2D _ramp; uniform float4 _ramp_ST;
            struct VertexInput {
                float4 vertex : POSITION;
                float3 normal : NORMAL;
                float4 tangent : TANGENT;
                float2 texcoord0 : TEXCOORD0;
            };
            struct VertexOutput {
                float4 pos : SV_POSITION;
                float2 uv0 : TEXCOORD0;
                float4 posWorld : TEXCOORD1;
                float3 normalDir : TEXCOORD2;
                float3 tangentDir : TEXCOORD3;
                float3 bitangentDir : TEXCOORD4;
                LIGHTING_COORDS(5,6)
            };
            VertexOutput vert (VertexInput v) {
                VertexOutput o = (VertexOutput)0;
                o.uv0 = v.texcoord0;
                o.normalDir = UnityObjectToWorldNormal(v.normal);
                o.tangentDir = normalize( mul( unity_ObjectToWorld, float4( v.tangent.xyz, 0.0 ) ).xyz );
                o.bitangentDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w);
                o.posWorld = mul(unity_ObjectToWorld, v.vertex);
                float3 lightColor = _LightColor0.rgb;
                o.pos = UnityObjectToClipPos( v.vertex );
                TRANSFER_VERTEX_TO_FRAGMENT(o)
                return o;
            }
            float4 frag(VertexOutput i, float facing : VFACE) : COLOR {
                float isFrontFace = ( facing >= 0 ? 1 : 0 );
                float faceSign = ( facing >= 0 ? 1 : -1 );
                i.normalDir = normalize(i.normalDir);
                i.normalDir *= faceSign;
                float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir);
                float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
                float3 _node_9421_var = UnpackNormal(tex2D(_node_9421,TRANSFORM_TEX(i.uv0, _node_9421)));
                float3 normalLocal = _node_9421_var.rgb;
                float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals
                float4 _noise_var = tex2D(_noise,TRANSFORM_TEX(i.uv0, _noise));
                float node_9277 = ((_dissolve_amount*1.4+-0.7)+_noise_var.r);
                clip(node_9277 - 0.5);
                float3 lightDirection = normalize(lerp(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz - i.posWorld.xyz,_WorldSpaceLightPos0.w));
                float3 lightColor = _LightColor0.rgb;
                float3 halfDirection = normalize(viewDirection+lightDirection);
////// Lighting:
                float attenuation = LIGHT_ATTENUATION(i);
                float3 attenColor = attenuation * _LightColor0.xyz;
                float Pi = 3.141592654;
                float InvPi = 0.31830988618;
///////// Gloss:
                float gloss = 0.5;
                float perceptualRoughness = 1.0 - 0.5;
                float roughness = perceptualRoughness * perceptualRoughness;
                float specPow = exp2( gloss * 10.0 + 1.0 );
////// Specular:
                float NdotL = saturate(dot( normalDirection, lightDirection ));
                float LdotH = saturate(dot(lightDirection, halfDirection));
                float3 specularColor = 0.0;
                float specularMonochrome;
                float4 _node_5041_var = tex2D(_node_5041,TRANSFORM_TEX(i.uv0, _node_5041));
                float3 diffuseColor = _node_5041_var.rgb; // Need this for specular when using metallic
                diffuseColor = DiffuseAndSpecularFromMetallic( diffuseColor, specularColor, specularColor, specularMonochrome );
                specularMonochrome = 1.0-specularMonochrome;
                float NdotV = abs(dot( normalDirection, viewDirection ));
                float NdotH = saturate(dot( normalDirection, halfDirection ));
                float VdotH = saturate(dot( viewDirection, halfDirection ));
                float visTerm = SmithJointGGXVisibilityTerm( NdotL, NdotV, roughness );
                float normTerm = GGXTerm(NdotH, roughness);
                float specularPBL = (visTerm*normTerm) * UNITY_PI;
                #ifdef UNITY_COLORSPACE_GAMMA
                    specularPBL = sqrt(max(1e-4h, specularPBL));
                #endif
                specularPBL = max(0, specularPBL * NdotL);
                #if defined(_SPECULARHIGHLIGHTS_OFF)
                    specularPBL = 0.0;
                #endif
                specularPBL *= any(specularColor) ? 1.0 : 0.0;
                float3 directSpecular = attenColor*specularPBL*FresnelTerm(specularColor, LdotH);
                float3 specular = directSpecular;
/////// Diffuse:
                NdotL = max(0.0,dot( normalDirection, lightDirection ));
                half fd90 = 0.5 + 2 * LdotH * LdotH * (1-gloss);
                float nlPow5 = Pow5(1-NdotL);
                float nvPow5 = Pow5(1-NdotV);
                float3 directDiffuse = ((1 +(fd90 - 1)*nlPow5) * (1 + (fd90 - 1)*nvPow5) * NdotL) * attenColor;
                float3 diffuse = directDiffuse * diffuseColor;
/// Final Color:
                float3 finalColor = diffuse + specular;
                return fixed4(finalColor * 1,0);
            }
            ENDCG
        }
        Pass {
            Name "ShadowCaster"
            Tags {
                "LightMode"="ShadowCaster"
            }
            Offset 1, 1
            Cull Off
            
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            #define UNITY_PASS_SHADOWCASTER
            #include "UnityCG.cginc"
            #include "Lighting.cginc"
            #include "UnityPBSLighting.cginc"
            #include "UnityStandardBRDF.cginc"
            #pragma fragmentoption ARB_precision_hint_fastest
            #pragma multi_compile_shadowcaster
            #pragma only_renderers d3d9 d3d11 glcore gles 
            #pragma target 3.0
            uniform sampler2D _noise; uniform float4 _noise_ST;
            uniform float _dissolve_amount;
            struct VertexInput {
                float4 vertex : POSITION;
                float2 texcoord0 : TEXCOORD0;
            };
            struct VertexOutput {
                V2F_SHADOW_CASTER;
                float2 uv0 : TEXCOORD1;
            };
            VertexOutput vert (VertexInput v) {
                VertexOutput o = (VertexOutput)0;
                o.uv0 = v.texcoord0;
                o.pos = UnityObjectToClipPos( v.vertex );
                TRANSFER_SHADOW_CASTER(o)
                return o;
            }
            float4 frag(VertexOutput i, float facing : VFACE) : COLOR {
                float isFrontFace = ( facing >= 0 ? 1 : 0 );
                float faceSign = ( facing >= 0 ? 1 : -1 );
                float4 _noise_var = tex2D(_noise,TRANSFORM_TEX(i.uv0, _noise));
                float node_9277 = ((_dissolve_amount*1.4+-0.7)+_noise_var.r);
                clip(node_9277 - 0.5);
                SHADOW_CASTER_FRAGMENT(i)
            }
            ENDCG
        }
    }
    FallBack "Diffuse"
    CustomEditor "ShaderForgeMaterialInspector"
}

(6)给控件加入Gradient.cs,其代码如下。

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class Gradient : MonoBehaviour {

    public float m_GradientRate = 0.01f;

    void LateUpdate () {
        // 获取当前材质球
        Renderer rend = this.gameObject.GetComponent<Renderer>();
        Material mat = rend.material;

        // 获取当前材质球属性
        float dissolve_amount = mat.GetFloat("_dissolve_amount");

        // 按固定速率改变材质球属性
        dissolve_amount -= m_GradientRate;
        if (dissolve_amount <= 0)
            dissolve_amount = 1;
        mat.SetFloat("_dissolve_amount", dissolve_amount);
    }
}

(7)实测效果。
日落20181220001 - Unity插件应用之ShaderForge使用噪声纹理制作效果

以上简单回顾。

参考:

Shader Forge - Gradients (Part 3, Color Ramps & Dissolve)
https://www.youtube.com/watch?v=qCkdVX1RhJ4

ShaderForge官网
http://acegikmo.com/shaderforge/nodes/?lang=zh_cn

《Unity Shader入门精要》第15章

本文地址:https://blog.csdn.net/minami_takumi/article/details/85900556