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 => f loat4 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://HdhCmsTestshadertoy测试数据/view/ldlSD2 https://HdhCmsTestshadertoy测试数据/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://HdhCmsTestcnblogs测试数据/mikewolf2002/archive/2012/05/15/2500867.html
更多文章:1)http://docs.unity3d测试数据/Manual/SL-Stencil.html
2) http://answers.unity3d测试数据/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测试数据/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://HdhCmsTestcodeproject测试数据/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测试数据/CgTutorial/cg_tutorial_appendix_e.html
heat effect : http://forum.unity3d测试数据/threads/50132-Heat-Distortion, http://HdhCmsTestcnblogs测试数据/geoffyange/archive/2013/06/06/3122570.html
skin shading in unity: http://HdhCmsTestaltdevblogaday测试数据/2011/12/31/skin-shading-in-unity3d/
http://http.developer.nvidia测试数据/GPUGems3/gpugems3_ch14.html
http://gamedev.stackexchange测试数据/questions/31308/algorithm-for-creating-spheres
RenderMan University: http://renderman.pixar测试数据/view/renderman-university
一些shader的例子:
Shader "stalendp/shaderTest02" { //see https://HdhCmsTestshadertoy测试数据/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 Shader "Custom/shaderTest03" { // https://HdhCmsTestshadertoy测试数据/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 1. - border.y ) c.y = 2. - c.y - 2. * border.y;
if ( c.y 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 Shader "stalendp/shaderTest04" { //see https://HdhCmsTestshadertoy测试数据/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://HdhCmsTestshadertoy测试数据/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 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 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"
}
Shader "stalendp/shaderTest05" { //see https://HdhCmsTestshadertoy测试数据/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 CGINCLUDE的使用
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