类崩坏三NPR渲染分析(一)

使用MatCap实现空之律者的翅膀效果

在这里插入图片描述

什么是MatCap

Material Capture(材质捕获),通常被简称为MatCap,在Zbrush、Sculptris、Mudbox等3D软件中有比较多的使用。

MatCap Shader的基本思路是,使用某特定材质球的贴图,作为当前材质的视图空间环境贴图(view-space environment map),来实现具有均匀表面着色的反射材质物体的显示。考虑到物体的所有法线的投影的范围在x(-1,1),y(-1,1),构成了一个圆形,所以MatCap 贴图中存储光照信息的区域是一个圆形。

基于MatCap思想的Shader,可以无需提供任何光照,只需提供一张或多张合适的MatCap贴图作为光照结果的“指导”即可。

实现组成

1.首先我们需要实现的描边效果
2.在描边的基础上我们加上MatCap效果来模拟PBR
3.在此基础之上再加上扭曲效果、菲涅尔反射和高光

描边效果

我们采用的是法线外扩的方法来实现描边效果
在这里插入图片描述
加了蓝色的描边效果

SubShader {
        Tags {
            "RenderType"="Opaque"
        }
        Pass {
            Name "Outline"
            Tags {
            }
            Cull Front
            
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            #include "UnityCG.cginc"
            #pragma fragmentoption ARB_precision_hint_fastest
            #pragma multi_compile_shadowcaster
            #pragma multi_compile_fog
            #pragma only_renderers d3d9 d3d11 glcore gles 
            #pragma target 3.0
            uniform float _LineWidth;
            uniform float4 _LineColor;
            struct VertexInput {
                float4 vertex : POSITION;
                float3 normal : NORMAL;
            };
            struct VertexOutput {
                float4 pos : SV_POSITION;
                UNITY_FOG_COORDS(0)
            };
            VertexOutput vert (VertexInput v) {
                VertexOutput o = (VertexOutput)0;
                o.pos = UnityObjectToClipPos( float4(v.vertex.xyz + v.normal*_LineWidth,1) );
                UNITY_TRANSFER_FOG(o,o.pos);
                return o;
            }
            float4 frag(VertexOutput i, float facing : VFACE) : COLOR {
                float isFrontFace = ( facing >= 0 ? 1 : 0 );
                float faceSign = ( facing >= 0 ? 1 : -1 );
                return fixed4(_LineColor.rgb,0);
            }
            ENDCG
        }

MatCap Shader

在这里插入图片描述

 Pass {
            Name "FORWARD"
            Tags {
                "LightMode"="ForwardBase"
            }
            Cull Off
            
            
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            #define UNITY_PASS_FORWARDBASE
            #include "UnityCG.cginc"
            #pragma multi_compile_fwdbase_fullshadows
            #pragma multi_compile_fog
            #pragma only_renderers d3d9 d3d11 glcore gles 
            #pragma target 3.0
            uniform sampler2D _MainTex; uniform float4 _MainTex_ST;
            uniform float _FresnelPower;
            uniform float4 _FresnelColor;
            uniform float4 _MainColor;
            uniform sampler2D _MatCap; uniform float4 _MatCap_ST;
            uniform sampler2D _BumpMap; uniform float4 _BumpMap_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;
                UNITY_FOG_COORDS(4)
            };
            VertexOutput vert (VertexInput v) {
                VertexOutput o = (VertexOutput)0;
                o.uv0 = v.texcoord0;
                o.normalDir = UnityObjectToWorldNormal(v.normal);
                o.pos = UnityObjectToClipPos( v.vertex );
                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);
                UNITY_TRANSFER_FOG(o,o.pos);
                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;
                float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
                float3 normalDirection = i.normalDir;

                float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex));

                float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir);
                float4 _BumpMap_var = tex2D(_BumpMap,TRANSFORM_TEX(i.uv0, _BumpMap));
                float3 normalLocal = _BumpMap_var.rgb;
                float3 normalDir = normalize(mul(normalLocal, tangentTransform )); // Perturbed normals

                float2 _MatCaprg = (mul( UNITY_MATRIX_V, float4(normalDir,0) ).xyz.rgb*0.5+0.5).rg;
                float4 _MatCap_var = tex2D(_MatCap,TRANSFORM_TEX(_MatCaprg, _MatCap));

                float3 finalColor = ((_MainColor.rgb*_MainTex_var.rgb)+(pow(1.0-max(0,dot(normalDirection, viewDirection)),_FresnelPower)*_FresnelColor.rgb));
                finalColor = finalColor + _MatCap_var * _MainColor;
                fixed4 finalRGBA = fixed4(finalColor,1);
                UNITY_APPLY_FOG(i.fogCoord, finalRGBA);
                return finalRGBA;
            }
            ENDCG
        }

完整代码

Shader "LightWings" {
    Properties {
        _LineWidth ("LineWidth", Range(0, 0.1)) = 0
        [HDR]_LineColor ("LineColor", Color) = (0.0895329,0.2127204,1,1)
        _MainTex ("MainTex", 2D) = "white" {}
        [HDR]_MainColor ("MainColor", Color) = (0.007352948,0.4660244,1,1)
        _FresnelPower ("FresnelPower", Range(0.1, 10)) = 1.201405
        [HDR]_FresnelColor ("FresnelColor", Color) = (0.6617647,0.944016,1,1)
                _MatCap ("MatCap", 2D) = "white" {}
        _BumpMap ("BumpMap", 2D) = "white" {}
    }
    SubShader {
        Tags {
            "RenderType"="Opaque"
        }
        Pass {
            Name "Outline"
            Tags {
            }
            Cull Front
            
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            #include "UnityCG.cginc"
            #pragma fragmentoption ARB_precision_hint_fastest
            #pragma multi_compile_shadowcaster
            #pragma multi_compile_fog
            #pragma only_renderers d3d9 d3d11 glcore gles 
            #pragma target 3.0
            uniform float _LineWidth;
            uniform float4 _LineColor;
            struct VertexInput {
                float4 vertex : POSITION;
                float3 normal : NORMAL;
            };
            struct VertexOutput {
                float4 pos : SV_POSITION;
                UNITY_FOG_COORDS(0)
            };
            VertexOutput vert (VertexInput v) {
                VertexOutput o = (VertexOutput)0;
                o.pos = UnityObjectToClipPos( float4(v.vertex.xyz + v.normal*_LineWidth,1) );
                UNITY_TRANSFER_FOG(o,o.pos);
                return o;
            }
            float4 frag(VertexOutput i, float facing : VFACE) : COLOR {
                float isFrontFace = ( facing >= 0 ? 1 : 0 );
                float faceSign = ( facing >= 0 ? 1 : -1 );
                return fixed4(_LineColor.rgb,0);
            }
            ENDCG
        }
        Pass {
            Name "FORWARD"
            Tags {
                "LightMode"="ForwardBase"
            }
            Cull Off
            
            
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            #define UNITY_PASS_FORWARDBASE
            #include "UnityCG.cginc"
            #pragma multi_compile_fwdbase_fullshadows
            #pragma multi_compile_fog
            #pragma only_renderers d3d9 d3d11 glcore gles 
            #pragma target 3.0
            uniform sampler2D _MainTex; uniform float4 _MainTex_ST;
            uniform float _FresnelPower;
            uniform float4 _FresnelColor;
            uniform float4 _MainColor;
            uniform sampler2D _MatCap; uniform float4 _MatCap_ST;
            uniform sampler2D _BumpMap; uniform float4 _BumpMap_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;
                UNITY_FOG_COORDS(4)
            };
            VertexOutput vert (VertexInput v) {
                VertexOutput o = (VertexOutput)0;
                o.uv0 = v.texcoord0;
                o.normalDir = UnityObjectToWorldNormal(v.normal);
                o.pos = UnityObjectToClipPos( v.vertex );
                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);
                UNITY_TRANSFER_FOG(o,o.pos);
                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;
                float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
                float3 normalDirection = i.normalDir;

                float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex));

                float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir);
                float4 _BumpMap_var = tex2D(_BumpMap,TRANSFORM_TEX(i.uv0, _BumpMap));
                float3 normalLocal = _BumpMap_var.rgb;
                float3 normalDir = normalize(mul(normalLocal, tangentTransform )); // Perturbed normals

                float2 _MatCaprg = (mul( UNITY_MATRIX_V, float4(normalDir,0) ).xyz.rgb*0.5+0.5).rg;
                float4 _MatCap_var = tex2D(_MatCap,TRANSFORM_TEX(_MatCaprg, _MatCap));

                float3 finalColor = ((_MainColor.rgb*_MainTex_var.rgb)+(pow(1.0-max(0,dot(normalDirection, viewDirection)),_FresnelPower)*_FresnelColor.rgb));
                finalColor = finalColor + _MatCap_var * _MainColor;
                fixed4 finalRGBA = fixed4(finalColor,1);
                UNITY_APPLY_FOG(i.fogCoord, finalRGBA);
                return finalRGBA;
            }
            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"
            #pragma fragmentoption ARB_precision_hint_fastest
            #pragma multi_compile_shadowcaster
            #pragma multi_compile_fog
            #pragma only_renderers d3d9 d3d11 glcore gles 
            #pragma target 3.0
            struct VertexInput {
                float4 vertex : POSITION;
            };
            struct VertexOutput {
                V2F_SHADOW_CASTER;
            };
            VertexOutput vert (VertexInput v) {
                VertexOutput o = (VertexOutput)0;
                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 );
                SHADOW_CASTER_FRAGMENT(i)
            }
            ENDCG
        }
    }
    FallBack "Diffuse"
}

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转载自blog.csdn.net/qq_42115447/article/details/100783069
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