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; i0.0 ) { 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" }
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