项目中美术使用了Unity自带的Mobile/Diffuse这个shader制作了一部分场景素材,这个shader会依赖场景中的动态实时光源,比较耗费。
于是自己手动重写一份,简化shader的消耗,但同时保持美术已经制作场景的效果。
Shader "Mobile/Diffuse"
{
Properties
{
_MainTex ("Base (RGB)", 2D) = "white" {}
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD CGPROGRAM
#pragma surface surf Lambert noforwardadd nolightmap noshadow novertexlights nodynlightmap nodirlightmap sampler2D _MainTex; struct Input
{
float2 uv_MainTex;
}; void surf (Input IN, inout SurfaceOutput o) {
fixed4 c = tex2D(_MainTex, IN.uv_MainTex);
o.Albedo = c.rgb;
o.Alpha = c.a;
}
ENDCG
} Fallback "Mobile/VertexLit"
}
我在原始shader上添加了一些编译选项用来关闭一些特性,但编译出来的shader还是有很多非必要的运算。
手动实现一份noforwardadd的(只有一个pass)版本:
Shader "James/Scene/Mesh Lighting"
{
Properties
{
_MainTex ("Base (RGB)", 2D) = "white" {}
} SubShader
{
Tags { "RenderType"="Opaque" "Queue"="Geometry" }
LOD Pass
{
Tags { "LightMode"="ForwardBase" }
// Lighting Off CGPROGRAM
#pragma fragmentoption ARB_precision_hint_fastest #pragma vertex vert
#pragma fragment frag
#pragma multi_compile_fwdbase
#pragma multi_compile_fog #include "UnityCG.cginc" float4 _LightColor0; uniform sampler2D _MainTex;
uniform half4 _MainTex_ST; struct vertexIN_base
{
float4 vertex : POSITION;
float3 normal : NORMAL;
float2 texcoord : TEXCOORD0;
}; struct v2f_base
{
float4 pos : SV_POSITION;
fixed3 vertexLight : COLOR;
half2 uv : TEXCOORD0;
float3 normal : TEXCOORD1;
float3 lightDir : TEXCOORD2;
UNITY_FOG_COORDS()
}; v2f_base vert(vertexIN_base v)
{
v2f_base o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
o.normal = v.normal;
o.lightDir = ObjSpaceLightDir(v.vertex); half3 worldNormal = UnityObjectToWorldNormal(v.normal);
float3 shlight = ShadeSH9(float4(worldNormal, 1.0));
o.vertexLight = shlight;
#ifdef VERTEXLIGHT_ON
o.vertexLight += Shade4PointLights (
unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0,
unity_LightColor[].rgb, unity_LightColor[].rgb, unity_LightColor[].rgb, unity_LightColor[].rgb,
unity_4LightAtten0, worldPos, worldNormal
);
#endif UNITY_TRANSFER_FOG(o,o.pos);
return o;
} fixed4 frag(v2f_base i) : COLOR
{
i.lightDir = normalize(i.lightDir);
i.normal = normalize(i.normal); float diffuse = max(, dot(i.normal, i.lightDir)); fixed4 mainColor = tex2D(_MainTex, i.uv);
fixed4 clr = mainColor * _LightColor0 * diffuse;
clr.rgb += mainColor.rgb * i.vertexLight; UNITY_APPLY_FOG(i.fogCoord,clr); return clr;
}
ENDCG
}
}
FallBack Off
}
上述shader和Mobile Diffuse效果基本一致(场景中光照并不复杂),并且默认的效果也是不带forward add的。
但这个shader还是依赖了场景中的实施光源数据。
于是乎,进一步,将场景中的实时光源全部移除,并将光源的颜色和方向信息直接写在shader的属性中,得到了下面的去光源版本:
Shader "James/Scene/Mesh Diffuse"
{
Properties
{
_MainTex ("Base (RGB)", 2D) = "white" {} _MainLightColor("主光颜色", Color) = (,,,)
_MainLightDir("主光方向", Vector) = (,,,) _SecondLightColor("辅光颜色", Color) = (,,,)
_SecondLightDir("辅光方向", Vector) = (,,,)
_SecondLightBrightness ("辅光强度", Range(, )) = 0.9
} SubShader
{
Tags { "RenderType"="Opaque" "Queue"="Geometry" }
LOD Pass
{
Tags { "LightMode"="ForwardBase" }
Lighting Off CGPROGRAM
#pragma fragmentoption ARB_precision_hint_fastest #pragma vertex vert
#pragma fragment frag
#pragma multi_compile_fog #include "UnityCG.cginc" float4 _MainLightColor;
float4 _MainLightDir;
float4 _SecondLightColor;
float4 _SecondLightDir;
float _SecondLightBrightness; uniform sampler2D _MainTex;
uniform half4 _MainTex_ST; struct vertexIN_base
{
float4 vertex : POSITION;
float3 normal : NORMAL;
float2 texcoord : TEXCOORD0;
}; struct v2f_base
{
float4 pos : SV_POSITION;
half2 uv : TEXCOORD0;
float3 normal : TEXCOORD1;
float3 lightDir : TEXCOORD2;
float3 lightDir2 : TEXCOORD3;
UNITY_FOG_COORDS()
}; v2f_base vert(vertexIN_base v)
{
v2f_base o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
o.normal = v.normal; o.lightDir = mul(unity_WorldToObject, _MainLightDir).xyz;
o.lightDir2 = mul(unity_WorldToObject, _SecondLightDir).xyz; UNITY_TRANSFER_FOG(o,o.pos);
return o;
} fixed4 frag(v2f_base i) : COLOR
{
i.lightDir = normalize(i.lightDir);
i.lightDir2 = normalize(i.lightDir2);
i.normal = normalize(i.normal); float diffuse = max(, dot(i.normal, i.lightDir));
float diffuse2 = max(, dot(i.normal, i.lightDir2)); fixed4 mainColor = tex2D(_MainTex, i.uv);
fixed4 clr = mainColor * _MainLightColor * diffuse;
clr += _SecondLightBrightness * (mainColor * _SecondLightColor * diffuse2); UNITY_APPLY_FOG(i.fogCoord,clr); return clr;
}
ENDCG
}
}
FallBack Off
}
这个版本支持两个光源信息,然后按照同样的Lambert光照方式来计算光照信息,其中辅光给了一个强度的调节因子。
注:这里没有完全按照默认的计算方式来计算主光以外的光照信息,是因为half3 ShadeSH9 (half4 normal)所以来的unity_SHAr unity_SHAg unity_SHAb的计算方式不明确。
// normal should be normalized, w=1.0
half3 SHEvalLinearL0L1 (half4 normal)
{
half3 x; // Linear (L1) + constant (L0) polynomial terms
x.r = dot(unity_SHAr,normal);
x.g = dot(unity_SHAg,normal);
x.b = dot(unity_SHAb,normal); return x;
} // normal should be normalized, w=1.0
half3 SHEvalLinearL2 (half4 normal)
{
half3 x1, x2;
// 4 of the quadratic (L2) polynomials
half4 vB = normal.xyzz * normal.yzzx;
x1.r = dot(unity_SHBr,vB);
x1.g = dot(unity_SHBg,vB);
x1.b = dot(unity_SHBb,vB); // Final (5th) quadratic (L2) polynomial
half vC = normal.x*normal.x - normal.y*normal.y;
x2 = unity_SHC.rgb * vC; return x1 + x2;
} // normal should be normalized, w=1.0
// output in active color space
half3 ShadeSH9 (half4 normal)
{
// Linear + constant polynomial terms
half3 res = SHEvalLinearL0L1 (normal); // Quadratic polynomials
res += SHEvalLinearL2 (normal); # ifdef UNITY_COLORSPACE_GAMMA
res = LinearToGammaSpace (res);
# endif return res;
}
Unity是怎么计算出unity_SHAr unity_SHAg unity_SHAb这几个变量的,又知道的小伙伴可以告知一下哈。
下面是基于以上三个shader的实时渲染效果,其中"James/Scene/Mesh Diffuse"不依赖场景光源。
让美术直接在材质球上面手动输入light dir,其实非常的不直观,于是写了一个工具,直接把场景中的lighting对应的shader中的方向值给打印出来:
private void WriteLightingDir()
{
Object obj = Selection.activeGameObject;
if (obj is GameObject == false) return;
Debug.Log(-(obj as GameObject).transform.forward);
}
选中场景中的Lighting对象,然后执行上面的编辑期代码即可打印出方向值。
添加环境光:
如果只有场景光照,模型会有一些暗角,因此还需要加上自定义环境光的光照亮度。
首先通过代码设置全局的环境光,方便shader访问:
using System.Collections;
using System.Collections.Generic;
using UnityEngine; [ExecuteInEditMode]
public class GlobalShaderSetting : MonoBehaviour
{
public Color GlobalAmbientColor = new Color(0.5f, 0.5f, 0.5f, 1f);
public float GlobalAmbientBrightness = ;
public Vector4 GlobalWindDirection = new Vector4(0.5f, 0.5f, 0.5f, 1f); [ContextMenu("Set")]
private void Awake()
{
Shader.SetGlobalColor("_GlobalAmbientColor", GlobalAmbientColor);
Shader.SetGlobalFloat("_GlobalAmbientBrightness", GlobalAmbientBrightness);
Shader.SetGlobalVector("_GlobalWindDirection", GlobalWindDirection);
}
}
然后添加一个cginc的通用文件:
#ifndef JAMES_LIGHTING_H
#define JAMES_LIGHTING_H float4 _GlobalAmbientColor;
float _GlobalAmbientBrightness;
float4 _GlobalWindDirection; #define AMBIENT_COLOR _GlobalAmbientColor * _GlobalAmbientBrightness #endif
在需要添加环境光的shader中添加环境光的影响即可:
clr += mainTex * AMBIENT_COLOR;