【UnityShader】游戏人物角色捏脸妆容亮片

RPG游戏里现在基本都会有捏脸功能,捏脸也肯定会有妆容的选择。而在妆容上,比如眼妆,或者唇彩,加上blingbling的亮片效果会出色不少。

亮片效果:

【UnityShader】游戏人物角色捏脸妆容亮片_第1张图片

主要实现思路就是用视角与法线的点积作为offset去干扰noise贴图的采样,这样noise贴图就会随着视角而变化了。

float ndotv = dot(normal, viewDir);
half noise0 = tex2D(_NoiseTex, half2(i.uv.x + ndotv, i.uv.y)).r;
half noise1 = tex2D(_NoiseTex, half2(i.uv.x, i.uv.y + ndotv)).r;

把两次求得的noise相乘,并做幂运算,使亮片更精细,得到亮度值

float sparkle = pow(noise0 * noise1, _Sparkle); 

除此之外,注视中心的范围的亮片也会更亮。通过视角与法线的点积的幂运算,简易求得高光范围。

float highlight = pow(ndotv, _HighlightRange);

最后把亮片颜色与亮度值以及高光范围相乘,并加上初始颜色即可。

half3 sparkleColor = sparkle * _SparkleColor.rgb * highlight;
half3 finalColor = _Color.rgb + sparkleColor;

亮片效果所使用的noise贴图:
【UnityShader】游戏人物角色捏脸妆容亮片_第2张图片

Shader全部代码:

Shader "Custom/Actor/Sparkle"
{
     
    Properties
    {
     
		_NoiseTex ("Noise Tex", 2D) = "white" {
     }
        _Color ("Color", Color) = (1,1,1,1)
		_Sparkle ("_Sparkle", Range(0.75, 5)) = 1
		_HighlightRange ("Highlight Range", Range(0, 5)) = 1 
		[HDR]_SparkleColor ("Sparkle Color", Color) = (1,1,1,1)
    }
    SubShader
    {
     
        Tags {
      "RenderType"="Opaque" }

        LOD 200

        Pass
        {
     
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag

            #include "UnityCG.cginc"

			sampler2D _NoiseTex;
			float4 _NoiseTex_ST;
			half4 _Color;

			float _Sparkle;
			half4 _SparkleColor;
			float _HighlightRange;

            struct appdata
            {
     
                float4 vertex	: POSITION;
				float3 normal	: NORMAL;
				float2 texcoord : TEXCOORD0;
            };

            struct v2f
            {
     
                float4 pos		: SV_POSITION;
				float3 normal	: TEXCOORD0;
				float3 worldPos	: TEXCOORD1;
				float2 uv		: TEXCOORD2;
            };

            v2f vert (appdata v)
            {
     
                v2f o;
                o.pos = UnityObjectToClipPos(v.vertex);
				o.normal = UnityObjectToWorldNormal(v.normal);
				o.worldPos = mul(unity_ObjectToWorld, v.vertex);
				o.uv = TRANSFORM_TEX(v.texcoord, _NoiseTex);

                return o;
            }

            fixed4 frag (v2f i) : SV_Target
            {
     
				half3 normal = normalize(i.normal);
				half3 viewDir = normalize(UnityWorldSpaceViewDir(i.worldPos));
				float ndotv = dot(normal, viewDir);
				half noise0 = tex2D(_NoiseTex, half2(i.uv.x + ndotv, i.uv.y)).r;
				half noise1 = tex2D(_NoiseTex, half2(i.uv.x, i.uv.y + ndotv)).r;

				float sparkle = pow(noise0 * noise1, _Sparkle); 
				float highlight = pow(ndotv, _HighlightRange);

				half3 sparkleColor = sparkle * _SparkleColor.rgb * highlight;

                return half4(_Color.rgb + sparkleColor, _Color.a);
            }
            ENDCG
        }
    }
}

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