好的,我正在尝试制作像这样的标准模糊 Material (变暗的节拍军刀菜单)
但在 3D 对象上,不是相机效果或 Canvas Material 。我找到了一些提供低质量模糊的 Assets ,但我需要它有光泽,并且需要漂亮的高斯模糊。我的那个有奇怪的条纹:
//升级注意:将“mul(UNITY_MATRIX_MVP,)”替换为“UnityObjectToClipPos()”
Shader "Custom/WaterBlur" {
Properties {
_blurSizeXY("BlurSizeXY", Range(0,10)) = 0
}
SubShader {
// Draw ourselves after all opaque geometry
Tags { "Queue" = "Transparent" }
// Grab the screen behind the object into _GrabTexture
GrabPass { }
// Render the object with the texture generated above
Pass {
CGPROGRAM
#pragma debug
#pragma vertex vert
#pragma fragment frag
#ifndef SHADER_API_D3D11
#pragma target 3.0
#else
#pragma target 4.0
#endif
sampler2D _GrabTexture : register(s0);
float _blurSizeXY;
struct data {
float4 vertex : POSITION;
float3 normal : NORMAL;
};
struct v2f {
float4 position : POSITION;
float4 screenPos : TEXCOORD0;
};
v2f vert(data i){
v2f o;
o.position = UnityObjectToClipPos(i.vertex);
o.screenPos = o.position;
return o;
}
half4 frag( v2f i ) : COLOR
{
float2 screenPos = i.screenPos.xy / i.screenPos.w;
float depth= _blurSizeXY*0.0005;
screenPos.x = (screenPos.x + 1) * 0.5;
screenPos.y = 1-(screenPos.y + 1) * 0.5;
half4 sum = half4(0.0h,0.0h,0.0h,0.0h);
sum += tex2D( _GrabTexture, float2(screenPos.x-5.0 * depth, screenPos.y+5.0 * depth)) * 0.025;
sum += tex2D( _GrabTexture, float2(screenPos.x+5.0 * depth, screenPos.y-5.0 * depth)) * 0.025;
sum += tex2D( _GrabTexture, float2(screenPos.x-4.0 * depth, screenPos.y+4.0 * depth)) * 0.05;
sum += tex2D( _GrabTexture, float2(screenPos.x+4.0 * depth, screenPos.y-4.0 * depth)) * 0.05;
sum += tex2D( _GrabTexture, float2(screenPos.x-3.0 * depth, screenPos.y+3.0 * depth)) * 0.09;
sum += tex2D( _GrabTexture, float2(screenPos.x+3.0 * depth, screenPos.y-3.0 * depth)) * 0.09;
sum += tex2D( _GrabTexture, float2(screenPos.x-2.0 * depth, screenPos.y+2.0 * depth)) * 0.12;
sum += tex2D( _GrabTexture, float2(screenPos.x+2.0 * depth, screenPos.y-2.0 * depth)) * 0.12;
sum += tex2D( _GrabTexture, float2(screenPos.x-1.0 * depth, screenPos.y+1.0 * depth)) * 0.15;
sum += tex2D( _GrabTexture, float2(screenPos.x+1.0 * depth, screenPos.y-1.0 * depth)) * 0.15;
sum += tex2D( _GrabTexture, screenPos-5.0 * depth) * 0.025;
sum += tex2D( _GrabTexture, screenPos-4.0 * depth) * 0.05;
sum += tex2D( _GrabTexture, screenPos-3.0 * depth) * 0.09;
sum += tex2D( _GrabTexture, screenPos-2.0 * depth) * 0.12;
sum += tex2D( _GrabTexture, screenPos-1.0 * depth) * 0.15;
sum += tex2D( _GrabTexture, screenPos) * 0.16;
sum += tex2D( _GrabTexture, screenPos+5.0 * depth) * 0.15;
sum += tex2D( _GrabTexture, screenPos+4.0 * depth) * 0.12;
sum += tex2D( _GrabTexture, screenPos+3.0 * depth) * 0.09;
sum += tex2D( _GrabTexture, screenPos+2.0 * depth) * 0.05;
sum += tex2D( _GrabTexture, screenPos+1.0 * depth) * 0.025;
return sum/2;
}
ENDCG
}
}
Fallback Off
}
我怎样才能为网格完成一个有光泽的,甚至只是一个高质量的高斯模糊 Material ?
最佳答案
如果你想在你的表面上添加光泽,这是一种基于 Glossy Textures 中的着色器的方法。 Unity Community wiki 中的文章复制如下:
Shader "Cg per-pixel lighting with texture" { Properties { _MainTex ("RGBA Texture For Material Color", 2D) = "white" {} _Color ("Diffuse Material Color", Color) = (1,1,1,1) _SpecColor ("Specular Material Color", Color) = (1,1,1,1) _Shininess ("Shininess", Float) = 10 } SubShader { Pass { Tags { "LightMode" = "ForwardBase" } // pass for ambient light and first light source CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" uniform float4 _LightColor0; // color of light source (from "Lighting.cginc") // User-specified properties uniform sampler2D _MainTex; uniform float4 _Color; uniform float4 _SpecColor; uniform float _Shininess; struct vertexInput { float4 vertex : POSITION; float3 normal : NORMAL; float4 texcoord : TEXCOORD0; }; struct vertexOutput { float4 pos : SV_POSITION; float4 posWorld : TEXCOORD0; float3 normalDir : TEXCOORD1; float4 tex : TEXCOORD2; }; vertexOutput vert(vertexInput input) { vertexOutput output; float4x4 modelMatrix = unity_ObjectToWorld; float4x4 modelMatrixInverse = unity_WorldToObject; output.posWorld = mul(modelMatrix, input.vertex); output.normalDir = normalize( mul(float4(input.normal, 0.0), modelMatrixInverse).xyz); output.tex = input.texcoord; output.pos = mul(UNITY_MATRIX_MVP, input.vertex); return output; } float4 frag(vertexOutput input) : COLOR { float3 normalDirection = normalize(input.normalDir); float3 viewDirection = normalize( _WorldSpaceCameraPos - input.posWorld.xyz); float3 lightDirection; float attenuation; float4 textureColor = tex2D(_MainTex, input.tex.xy); if (0.0 == _WorldSpaceLightPos0.w) // directional light? { attenuation = 1.0; // no attenuation lightDirection = normalize(_WorldSpaceLightPos0.xyz); } else // point or spot light { float3 vertexToLightSource = _WorldSpaceLightPos0.xyz - input.posWorld.xyz; float distance = length(vertexToLightSource); attenuation = 1.0 / distance; // linear attenuation lightDirection = normalize(vertexToLightSource); } float3 ambientLighting = textureColor.rgb * UNITY_LIGHTMODEL_AMBIENT.rgb * _Color.rgb; float3 diffuseReflection = textureColor.rgb * attenuation * _LightColor0.rgb * _Color.rgb * max(0.0, dot(normalDirection, lightDirection)); float3 specularReflection; if (dot(normalDirection, lightDirection) < 0.0) // light source on the wrong side? { specularReflection = float3(0.0, 0.0, 0.0); // no specular reflection } else // light source on the right side { specularReflection = attenuation * _LightColor0.rgb * _SpecColor.rgb * (1.0 - textureColor.a) // for usual gloss maps: "... * textureColor.a" * pow(max(0.0, dot( reflect(-lightDirection, normalDirection), viewDirection)), _Shininess); } return float4(ambientLighting + diffuseReflection + specularReflection, 1.0); } ENDCG } Pass { Tags { "LightMode" = "ForwardAdd" } // pass for additional light sources Blend One One // additive blending CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" uniform float4 _LightColor0; // color of light source (from "Lighting.cginc") // User-specified properties uniform sampler2D _MainTex; uniform float4 _Color; uniform float4 _SpecColor; uniform float _Shininess; struct vertexInput { float4 vertex : POSITION; float3 normal : NORMAL; float4 texcoord : TEXCOORD0; }; struct vertexOutput { float4 pos : SV_POSITION; float4 posWorld : TEXCOORD0; float3 normalDir : TEXCOORD1; float4 tex : TEXCOORD2; }; vertexOutput vert(vertexInput input) { vertexOutput output; float4x4 modelMatrix = unity_ObjectToWorld; float4x4 modelMatrixInverse = unity_WorldToObject; output.posWorld = mul(modelMatrix, input.vertex); output.normalDir = normalize( mul(float4(input.normal, 0.0), modelMatrixInverse).xyz); output.tex = input.texcoord; output.pos = mul(UNITY_MATRIX_MVP, input.vertex); return output; } float4 frag(vertexOutput input) : COLOR { float3 normalDirection = normalize(input.normalDir); float3 viewDirection = normalize( _WorldSpaceCameraPos - input.posWorld.xyz); float3 lightDirection; float attenuation; float4 textureColor = tex2D(_MainTex, input.tex.xy); if (0.0 == _WorldSpaceLightPos0.w) // directional light? { attenuation = 1.0; // no attenuation lightDirection = normalize(_WorldSpaceLightPos0.xyz); } else // point or spot light { float3 vertexToLightSource = _WorldSpaceLightPos0.xyz - input.posWorld.xyz; float distance = length(vertexToLightSource); attenuation = 1.0 / distance; // linear attenuation lightDirection = normalize(vertexToLightSource); } float3 diffuseReflection = textureColor.rgb * attenuation * _LightColor0.rgb * _Color.rgb * max(0.0, dot(normalDirection, lightDirection)); float3 specularReflection; if (dot(normalDirection, lightDirection) < 0.0) // light source on the wrong side? { specularReflection = float3(0.0, 0.0, 0.0); // no specular reflection } else // light source on the right side { specularReflection = attenuation * _LightColor0.rgb * _SpecColor.rgb * (1.0 - textureColor.a) // for usual gloss maps: "... * textureColor.a" * pow(max(0.0, dot( reflect(-lightDirection, normalDirection), viewDirection)), _Shininess); } return float4(diffuseReflection + specularReflection, 1.0); // no ambient lighting in this pass } ENDCG } } Fallback "Specular" }
您的模糊着色器的最终 Pass
需要合并到上述着色器中的第一个和第二个 Pass
。
着色器属性
如果这些属性尚不存在,请在模糊着色器中添加它们(如果存在,您可能需要重命名):
_MainTex ("RGBA Texture For Material Color", 2D) = "white" {}
_Color ("Diffuse Material Color", Color) = (1,1,1,1)
_SpecColor ("Specular Material Color", Color) = (1,1,1,1)
_Shininess ("Shininess", Float) = 10
第一个光泽 channel
设置标签以匹配光泽着色器:"LightMode"= "ForwardBase"
如果这些变量尚不存在,请将它们添加到传递中(如果它们存在,您可能需要重命名):
uniform sampler2D _MainTex;
uniform float4 _Color;
uniform float4 _SpecColor;
uniform float _Shininess;
在您的顶点输入结构中包含 float3 normal : NORMAL;
。
在顶点输出结构中包含 float4 posWorld : TEXCOORD0;
和 float3 normalDir : TEXCOORD1;
。
在vert
函数中,设置output.posWorld
和output.normalDir
,方法与glossy shader vert
相同> 确实如此。
然后,在 frag
函数中,获取模糊着色器已经返回的内容,而不是返回它,而是将其用作第一个 中的
函数在光泽着色器中,然后执行第一个光泽 textureColor
变量>fragfrag
的其余部分。
您可能需要重命名代码中的其他内容,以使其适用于您已有的通行证。我不知道你的模糊着色器是什么样的,所以我不可能列出将两个 channel 合并在一起的每一步。
第二次光泽度
重复与第一个 gloss Pass
相同的过程,但使用第二个 gloss Pass
中的代码(特别重要的是不同的标签 "LightMode"= “转发添加”
)
关于unity3d - 统一 - 有光泽的模糊 Material ?,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/53712577/