美式卡通效果

最近研究了一下美式卡通效果,不过模型同学提供的贴图皮肤部分阴影过重,不太符合我清新透亮的审美,哈哈
衣服和皮质都区分了质感和纹理,金属部分依旧用的老办法,法线,边缘光,描边,头发做了两种效果,一个是基于切线空间的扰乱图的方法,
一个使用了算法实现的,不过第二种头发需要在画贴图的时候就尽量多的表现头发丝的效果,法线贴图需要比较细才可以,因此第二种头发目前不太好看。
下面展示下最终效果


美式卡通效果_第1张图片
美式卡通效果.jpg

美式卡通效果_第2张图片
皮纹和金属.jpg

美式卡通效果_第3张图片
细节展示.jpg

美式卡通效果_第4张图片
绷带细节.jpg

美式卡通效果_第5张图片
第一种头发.jpg

美式卡通效果_第6张图片
第二种头发.jpg

美式卡通效果_第7张图片
Shader面板.jpg

代码展示:

Properties {
   
    
    _MainTex ("Base (RGB)", 2D) = "white" {}
    _MainColor ("MainColor",Color) = (1, 1, 1, 1)
    _Cubemap ("Cube Map", CUBE) = "grey"{}
    _BumpMap ("Normal Map", 2D) = "bump" {}
    _ClothDetailMap ("ClothDetailMap", 2D) = "bump" {}
    _LeatherDetailMap ("LeatherDetailMap", 2D) = "bump" {}
    _MaskTex ("Mask(R=SpecLeat,G=Refl,B=Cloth,A=Skin)",2D) = "white"{}
    _ReflectColor ("ReflectColor",Color) = (0.2, 0.2, 0.2, 1)
    _Specular ("Specular Color", Color) = (1, 1, 1, 1)
    _Gloss ("Gloss", Range(8.0, 256)) = 20
    _RimColor ("Rim Color", Color) = (1, 1, 1, 1)  
    _RimWidth ("Rim Width", float) = 0.9  
    _ambientColor ("AmbientColor", Color) = (1, 1, 1, 1) 
    _BlurRadius("Blur Radius", Range(0, 10)) = 1
    _BlurTex("BlurTex (RGB)", 2D) = "white" {}
    _HairTex("HairTex (RGB)", 2D) = "white" {}
    _MainHairSpecularColor ("MainHairSpecularColor", Color) = (1, 1, 1, 1)
    _FuHairSpecularColor ("FuHairSpecularColor", Color) = (1, 1, 1, 1)
    _MainHairSpecularSmooth ("MainHairSpecularSmooth", Range(0, 10)) = 1
    _FuHairSpecularSmooth ("FuHairSpecularSmooth", Range(0, 10)) = 1
    _MainHairSpecular ("MainHairSpecularOff", Range(0, 10)) = 1
    _FuHairSpecular ("FuHairSpecularOff", Range(0, 10)) = 1
    _Outline("Outline Width", Range(.0, 2)) = .5
    _OutlineCol("OutlineCol", Color) = (1,0,0,1)
}

SubShader {
    Tags { "RenderType"="Opaque" }
    LOD 300

//先是描边操作了
    Pass { 
            Tags { "LightMode"="ForwardBase" }
            Cull Front
            offset 1,1
        
            CGPROGRAM
            
            #pragma multi_compile_fwdbase   
            
            #pragma vertex vert
            #pragma fragment frag
            
            #include "UnityCG.cginc"
            
            
            uniform float _Outline;
    
            fixed4 _OutlineCol;
        
            struct a2v {
                float4 vertex : POSITION;
                float3 normal : NORMAL;
                
            };
            
            struct v2f {
                float4 pos : SV_POSITION;
            
            
            };
            
            v2f vert(a2v v) {
                v2f o;
                o.pos = UnityObjectToClipPos(v.vertex);
             
                float3 norm = mul((float3x3)UNITY_MATRIX_IT_MV, v.normal);
                float2 offset = TransformViewToProjection(norm.xy);
                o.pos.xy += offset * _Outline * 0.5 ;
                
                return o;
            }
            
            fixed4 frag(v2f i) : SV_Target {
                                            
                return _OutlineCol;
                
            }
            
            ENDCG
        }
    Pass {
        Tags {  "LightMode" = "ForwardBase"  }
        CGPROGRAM
        #pragma vertex vert
        #pragma fragment frag
        #pragma target 2.0
        #include "UnityCG.cginc"
        #include "Lighting.cginc"
        #include "AutoLight.cginc"  
        
        #pragma multi_compile_fog
        #pragma multi_compile_fwdbase 
        
        #define USING_FOG (defined(FOG_LINEAR) || defined(FOG_EXP) || defined(FOG_EXP2))
         
            float4 _MainTex_ST;
            float4 _ClothDetailMap_ST;
            samplerCUBE _Cubemap;
            float4 _LeatherDetailMap_ST;
        
            fixed3 _ambientColor;
            fixed3 _Specular;
            float _Gloss;
            uniform fixed4 _RimColor;  
            float _RimWidth; 
            half _BlurRadius;
            sampler2D _HairTex;
            float4 _HairTex_ST;
            float _MainHairSpecular;
            float _FuHairSpecular;
            fixed _MainHairSpecularSmooth;
            fixed _FuHairSpecularSmooth;
            struct appdata
            {
                float4 pos : POSITION;
                float4 uv1 : TEXCOORD1;
                //float3 uv0 : TEXCOORD0;
                
                fixed3 normal : NORMAL;
                float4 tangent : TANGENT;
                UNITY_VERTEX_INPUT_INSTANCE_ID
            };

         
            struct v2f
            {
                fixed4 color : COLOR0;        
                float4 uv1 : TEXCOORD0;
            #if USING_FOG
                fixed fog : TEXCOORD1;
            #endif
                fixed3 tangent : TEXCOORD2;
                fixed3 vDir : TEXCOORD3;
                float4 pos : SV_POSITION;               
                float4 TtoW0 : TEXCOORD4;  
                float4 TtoW1 : TEXCOORD5;  
                float4 TtoW2 : TEXCOORD6;
                float4 uv2 : TEXCOORD7;
                UNITY_VERTEX_OUTPUT_STEREO
            };

           
            v2f vert(appdata IN)
            {
                v2f o;
                UNITY_INITIALIZE_OUTPUT(v2f, o);
                UNITY_SETUP_INSTANCE_ID(IN);
                UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
                float3 eyePos = UnityObjectToViewPos(float4(IN.pos.xyz, 1));              
                o.uv1.xy = IN.uv1.xy * _MainTex_ST.xy + _MainTex_ST.zw;
                o.uv1.zw = IN.uv1.xy * _ClothDetailMap_ST.xy + _ClothDetailMap_ST.zw;
                o.uv2.xy = IN.uv1.xy * _LeatherDetailMap_ST.xy + _LeatherDetailMap_ST.zw;
                o.uv2.zw = IN.uv1.xy * _HairTex_ST.xy + _HairTex_ST.zw;
            #if USING_FOG
                    float fogCoord = length(eyePos.xyz);  
                    UNITY_CALC_FOG_FACTOR_RAW(fogCoord);
                    o.fog = saturate(unityFogFactor);
            #endif
                o.pos = UnityObjectToClipPos(IN.pos);
                o.vDir = normalize(WorldSpaceViewDir(float4(IN.pos.xyz, 1)));   
                float3 worldPos = mul(unity_ObjectToWorld, IN.pos);  
//常规的法线操作
                fixed3 worldNormal = UnityObjectToWorldNormal(IN.normal);  
                fixed3 worldTangent = UnityObjectToWorldDir(IN.tangent.xyz);  
                fixed3 worldBinormal = cross(worldNormal, worldTangent) * IN.tangent.w;   
                o.TtoW0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);  
                o.TtoW1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);  
                o.TtoW2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);  
//边缘光操作
                float dotProduct = 1 - max(0,dot(worldNormal, o.vDir)); 
                o.color = smoothstep(1 - _RimWidth, 1.0, dotProduct);  
                o.color *= _RimColor;  
//求副切线方向
                half4 p_tangent = mul(unity_ObjectToWorld, IN.tangent);
                o.tangent = normalize(p_tangent).xyz;
                o.tangent = cross(o.tangent, worldNormal);              
                return o;
            }
            sampler2D _LeatherDetailMap;
            sampler2D _ClothDetailMap;
            float4  _MainColor;
            sampler2D _MainTex;
            sampler2D _MaskTex;
            float4 _ReflectColor;
            sampler2D _BumpMap;
            float _HeightFactor;  
            sampler2D _HeightMap;  
            sampler2D _BlurTex;
            float4 _MainHairSpecularColor;
            float4 _FuHairSpecularColor;
//头发的光照计算
            float HairSpecular(fixed3 halfDir, float3 tangent, float specularSmooth)
            {
                float dotTH = dot(tangent, halfDir);//副切与半角响亮点积
                float sqrTH =max(0.01,sqrt(1 - pow(dotTH, 2)));//限制高光范围
                float atten = smoothstep(-1,0, dotTH);//计算高光衰减
                float specMain = atten * pow(sqrTH, specularSmooth);
                return specMain;
            }
            fixed4 frag(v2f IN) : SV_Target
            {
                fixed4 tex,uvanim;
                float3 worldPos = float3(IN.TtoW0.w, IN.TtoW1.w, IN.TtoW2.w);
                fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));
                half4 Mask = tex2D(_MaskTex, IN.uv1.xy);        
//主图法线          
                fixed3 bump = normalize(UnpackNormal(tex2D(_BumpMap, IN.uv1.xy)));
                bump = normalize(half3(dot(IN.TtoW0.xyz, bump), dot(IN.TtoW1.xyz, bump), dot(IN.TtoW2.xyz, bump)));
//衣服细节法线
                fixed3 ClothDetail = normalize(UnpackNormal(tex2D(_ClothDetailMap, IN.uv1.zw))) ;
                ClothDetail = normalize(half3(dot(IN.TtoW0.xyz, ClothDetail), dot(IN.TtoW1.xyz, ClothDetail), dot(IN.TtoW2.xyz, ClothDetail)))* Mask.b;     
//皮革细节法线
                fixed3 LeatherDetail = normalize(UnpackNormal(tex2D(_LeatherDetailMap, IN.uv2))) ;
                LeatherDetail = normalize(half3(dot(IN.TtoW0.xyz, LeatherDetail), dot(IN.TtoW1.xyz, LeatherDetail), dot(IN.TtoW2.xyz, LeatherDetail)))* Mask.r;
                fixed3 finalNormal = normalize(fixed3 (bump.x + ClothDetail.x + LeatherDetail.x,bump.y + ClothDetail.y + LeatherDetail.y,bump.z + ClothDetail.z + LeatherDetail.z));
                fixed3 reflectDir = normalize(reflect(-IN.vDir,bump));
                fixed3 reflect = texCUBE(_Cubemap , reflectDir) * Mask.g * _ReflectColor ;              
                tex = tex2D(_MainTex, IN.uv1.xy) ;                      
                fixed4 col = tex2D(_BlurTex, IN.uv1.xy);
                fixed3 blurcol = tex;
                    blurcol += col.rgb * 64;
                    blurcol += col.rgb * 32;
                    blurcol += col.rgb * 16;
                    blurcol += col.rgb * 8;
                    blurcol += col.rgb * 4;
                    blurcol += col.rgb * 2;
                    blurcol /= 256;
                fixed3 diffuse = tex * _LightColor0.rgb *  (dot(finalNormal, lightDir) * 0.5 + 0.2)* _MainColor ;       
                //fixed3 diffuse = tex * _LightColor0.rgb *  max(0,(dot(bump, lightDir)))* _MainColor ;
                fixed3 halfDir = normalize(lightDir + IN.vDir);
                fixed3 halfDirHair = normalize(-lightDir + IN.vDir);
                fixed3 specular = _LightColor0.rgb * _Specular.rgb * pow(max(0, dot(finalNormal, halfDir)), _Gloss) * (Mask.r+Mask.g);
                float3 speTex = tex2D(_HairTex, IN.uv2.zw);
                float3 Ts = IN.tangent + half3(IN.TtoW0.z,IN.TtoW1.z,IN.TtoW2.z) * _MainHairSpecular * speTex;
                float3 Tf = IN.tangent + half3(IN.TtoW0.z,IN.TtoW1.z,IN.TtoW2.z) * _FuHairSpecular * speTex;
                float specMain = HairSpecular(halfDirHair,Ts, _MainHairSpecularSmooth) * _MainHairSpecularColor;
                float specFu = HairSpecular(halfDirHair,Tf, _FuHairSpecularSmooth) * _FuHairSpecularColor;
                float4 color1;
                color1.rgb= tex.rgb ;
                color1.a = 1;
                fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz * tex.rgb * _ambientColor;
               
            #if USING_FOG
                color1.rgb = lerp(unity_FogColor.rgb, color1.rgb, IN.fog);
            #endif
                    
                return half4(lerp(color1.rgb ,(blurcol * _BlurRadius + color1) , Mask.a) + diffuse + ambient + specular + reflect + (specMain + specFu) * col.a + IN.color * (1-col.a),1 );     
            
            }

        ENDCG
    }
}

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