这篇文章将收集unity中使用shader的相关技巧和特效,会不断地更新内容。关于在Unity中使用shader的介绍,请参考《【OpenGL】使用Unity来学习OpenGL》
常用的内置uniform
iResolution =》_ScreenParams
iGlobalTime => _Time.y
glFragCoord => float4 sp:WPOS // 需要 #pragma target 3.0, 另外的方式请见下面
vec2 => float2
mix => lerp
mod => fmod
texture2D => tex2D
textureCube => texCUBE
mat2=>float2x2
fract=>frac
========
关于glFragCoord, 可以使用另外一种方式计算(支持3.0之前的)参考官方例子
o.scrPos = ComputeScreenPos(o.pos);
float2 wcoord = (i.scrPos.xy/i.scrPos.w);
-------
float2 wcoord = sp.xy/_ScreenParams.xy;
关于数学的Shader:https://www.shadertoy.com/view/ldlSD2 https://www.shadertoy.com/view/ldlSWj
很好的一个教程:http://ogldev.atspace.co.uk/index.html
Deferred Shading 原理: http://ogldev.atspace.co.uk/www/tutorial35/tutorial35.html
关于Stencil Buffer 的理解:http://www.cnblogs.com/mikewolf2002/archive/2012/05/15/2500867.html
更多文章:1)http://docs.unity3d.com/Manual/SL-Stencil.html
2) http://answers.unity3d.com/questions/590800/how-to-cullrender-to-through-a-window.html
Stencil Shadow Volume : http://ogldev.atspace.co.uk/www/tutorial40/tutorial40.html
http://en.wikipedia.org/wiki/Shadow_volume
镜面反射的实现原理:
ftp://ftp.sgi.com/sgi/opengl/contrib/blythe/advanced99/notes/node158.html
其它镜面反射:
http://en.wikibooks.org/wiki/Cg_Programming/Unity/Mirrors
在unity cg中可以使用[HideInInspector]来隐藏uniform属性,这样就可以用作自定义常量。
Physically Based Rendering: Tutorial: Physically Based Rendering, And you can too!
边缘检测:1) http://www.codeproject.com/Articles/94817/Pixel-Shader-for-Edge-Detection-and-Cartoon-Effect
2) http://coding-experiments.blogspot.hk/2010/06/edge-detection.html
3) http://en.wikipedia.org/wiki/Edge_detection
Cg函数表:http://http.developer.nvidia.com/CgTutorial/cg_tutorial_appendix_e.html
heat effect : http://forum.unity3d.com/threads/50132-Heat-Distortion, http://www.cnblogs.com/geoffyange/archive/2013/06/06/3122570.html
skin shading in unity: http://www.altdevblogaday.com/2011/12/31/skin-shading-in-unity3d/
http://http.developer.nvidia.com/GPUGems3/gpugems3_ch14.html
http://gamedev.stackexchange.com/questions/31308/algorithm-for-creating-spheres
RenderMan University: http://renderman.pixar.com/view/renderman-university
一些shader的例子:
Shader "shaderToy/LolCrap" { Properties { _MainTex ("image", 2D) = "white" {} _NoiseTex("noise", 2D) = "bump" {} _percent("percent", Range(-0.3, 1)) = 0 _DefColor ("defalutColor", COLOR) = ( 0, .8, .4, 1) } CGINCLUDE #include "UnityCG.cginc" #pragma target 3.0 #pragma glsl float mod289(float x) { return x - floor(x * (1.0 / 289.0)) * 289.0; } float4 mod289(float4 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; } float4 perm(float4 x) { return mod289(((x * 34.0) + 1.0) * x); } float noise3d(float3 p) { float3 a = floor(p); float3 d = p - a; d = d * d * (3.0 - 2.0 * d); float4 b = a.xxyy + float4(0.0, 1.0, 0.0, 1.0); float4 k1 = perm(b.xyxy); float4 k2 = perm(k1.xyxy + b.zzww); float4 c = k2 + a.zzzz; float4 k3 = perm(c); float4 k4 = perm(c + 1.0); float4 o1 = frac(k3 * (1.0 / 41.0)); float4 o2 = frac(k4 * (1.0 / 41.0)); float4 o3 = o2 * d.z + o1 * (1.0 - d.z); float2 o4 = o3.yw * d.x + o3.xz * (1.0 - d.x); return o4.y * d.y + o4.x * (1.0 - d.y); } struct v2f { half4 pos:SV_POSITION; half4 uv : TEXCOORD0; }; v2f vert(appdata_base v) { v2f o; o.pos = mul (UNITY_MATRIX_MVP, v.vertex); return o; } fixed4 frag(float4 sp:WPOS) : COLOR0 { float2 uv = 2.0 * sp.xy / _ScreenParams.xy - 1.0; float3 water[4]; float3 fire[4]; float3x3 r = float3x3(0.36, 0.48, -0.8, -0.8, 0.60, 0.0, 0.48, 0.64, 0.60); float3 p_pos = mul(float3(uv * float2(16.0, 9.0), 0.0), r); float3 p_time = mul(float3(0.0, 0.0, _Time.y * 2.0), r); // /* Noise sampling points for water */ water[0] = p_pos / 2.0 + p_time; water[1] = p_pos / 4.0 + p_time; water[2] = p_pos / 8.0 + p_time; water[3] = p_pos / 16.0 + p_time; // /* Noise sampling points for fire */ p_pos = 16.0 * p_pos - mul( float3(0.0, mod289(_Time.y) * 128.0, 0.0), r); fire[0] = p_pos / 2.0 + p_time * 2.0; fire[1] = p_pos / 4.0 + p_time * 1.5; fire[2] = p_pos / 8.0 + p_time; fire[3] = p_pos / 16.0 + p_time; float2x2 rot = float2x2(cos(_Time.y), sin(_Time.y), -sin(_Time.y), cos(_Time.y)); float2 poszw = mul(uv, rot); // /* Dither the transition between water and fire */ float test = poszw.x * poszw.y + 1.5 * sin(_Time.y); float2 d = float2(16.0, 9.0) * uv; test += 0.5 * (length(frac(d) - 0.5) - length(frac(d + 0.5) - 0.5)); // /* Compute 4 octaves of noise */ float3 points[4]; points[0] = (test > 0.0) ? fire[0] : water[0]; points[1] = (test > 0.0) ? fire[1] : water[1]; points[2] = (test > 0.0) ? fire[2] : water[2]; points[3] = (test > 0.0) ? fire[3] : water[3]; float4 n = float4(noise3d(points[0]), noise3d(points[1]), noise3d(points[2]), noise3d(points[3])); float4 color; if (test > 0.0) { // /* Use noise results for fire */ float p = dot(n, float4(0.125, 0.125, 0.25, 0.5)); // /* Fade to black on top of screen */ p -= uv.y * 0.8 + 0.25; p = max(p, 0.0); p = min(p, 1.0); float q = p * p * (3.0 - 2.0 * p); float r = q * q * (3.0 - 2.0 * q); color = float4(min(q * 2.0, 1.0), max(r * 1.5 - 0.5, 0.0), max(q * 8.0 - 7.3, 0.0), 1.0); } else { // /* Use noise results for water */ float p = dot(abs(2.0 * n - 1.0), float4(0.5, 0.25, 0.125, 0.125)); float q = sqrt(p); color = float4(1.0 - q, 1.0 - 0.5 * q, 1.0, 1.0); } return color; } ENDCG SubShader { Tags {"Queue" = "Transparent"} ZWrite Off Blend SrcAlpha OneMinusSrcAlpha Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma fragmentoption ARB_precision_hint_fastest ENDCG } } FallBack Off }
// Modified by stalendp // Created by inigo quilez - iq/2013 // License Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License. // A list of usefull distance function to simple primitives, and an example on how to // do some interesting boolean operations, repetition and displacement. // // More info here: http://www.iquilezles.org/www/articles/distfunctions/distfunctions.htm Shader "shaderToy/raymarchingPrimitives" { Properties { _NoiseTex("noise", 2D) = "bump" {} } CGINCLUDE #include "UnityCG.cginc" #pragma target 3.0 #pragma glsl float sdPlane( float3 p ) { return p.y; } float sdSphere( float3 p, float s ) { return length(p)-s; } float sdBox( float3 p, float3 b ) { float3 d = abs(p) - b; return min(max(d.x,max(d.y,d.z)),0.0) + length(max(d,0.0)); } float udRoundBox( float3 p, float3 b, float r ) { return length(max(abs(p)-b,0.0))-r; } float sdTorus( float3 p, float3 t ) { float2 q = float2(length(p.xz)-t.x,p.y); return length(q)-t.y; } float sdHexPrism( float3 p, float2 h ) { float3 q = abs(p); return max(q.z-h.y,max(q.x+q.y*0.57735,q.y*1.1547)-h.x); } float sdCapsule( float3 p, float3 a, float3 b, float r ) { float3 pa = p - a; float3 ba = b - a; float h = clamp( dot(pa,ba)/dot(ba,ba), 0.0, 1.0 ); return length( pa - ba*h ) - r; } float sdTriPrism( float3 p, float2 h ) { float3 q = abs(p); return max(q.z-h.y,max(q.x*0.866025+p.y*0.5,-p.y)-h.x*0.5); } float sdCylinder( float3 p, float2 h ) { float2 d = abs(float2(length(p.xz),p.y)) - h; return min(max(d.x,d.y),0.0) + length(max(d,0.0)); } float sdCone( in float3 p, in float3 c ) { float2 q = float2( length(p.xz), p.y ); return max( max( dot(q,c.xy), p.y), -p.y-c.z ); } float length2( float2 p ) { return sqrt( p.x*p.x + p.y*p.y ); } float length6( float2 p ) { p = p*p*p; p = p*p; return pow( p.x + p.y, 1.0/6.0 ); } float length8( float2 p ) { p = p*p; p = p*p; p = p*p; return pow( p.x + p.y, 1.0/8.0 ); } float sdTorus82( float3 p, float2 t ) { float2 q = float2(length2(p.xz)-t.x,p.y); return length8(q)-t.y; } float sdTorus88( float3 p, float2 t ) { float2 q = float2(length8(p.xz)-t.x,p.y); return length8(q)-t.y; } float sdCylinder6( float3 p, float2 h ) { return max( length6(p.xz)-h.x, abs(p.y)-h.y ); } //---------------------------------------------------------------------- float opS( float d1, float d2 ) { return max(-d2,d1); } float2 opU( float2 d1, float2 d2 ) { return (d1.x<d2.x) ? d1 : d2; } float3 opRep( float3 p, float3 c ) { return fmod(p,c)-0.5*c; } //float3 opTwist( float3 p ) //{ // float c = cos(10.0*p.y+10.0); // float s = sin(10.0*p.y+10.0); // float2x2 m = float2x2(c,-s,s,c); // return float3(m*p.xz,p.y); //} //---------------------------------------------------------------------- // float2 map( in float3 pos ) { float2 res = opU( float2( sdPlane( pos), 1.0 ), float2( sdSphere( pos-float3( 0.0,0.25, 0.0), 0.25 ), 46.9 ) ); // res = opU( res, float2( sdBox( pos-float3( 1.0,0.25, 0.0), float3(0.25) ), 3.0 ) ); // res = opU( res, float2( udRoundBox( pos-float3( 1.0,0.25, 1.0), float3(0.15), 0.1 ), 41.0 ) ); // res = opU( res, float2( sdTorus( pos-float3( 0.0,0.25, 1.0), float2(0.20,0.05) ), 25.0 ) ); // res = opU( res, float2( sdCapsule( pos,float3(-1.3,0.20,-0.1), float3(-1.0,0.20,0.2), 0.1 ), 31.9 ) ); // res = opU( res, float2( sdTriPrism( pos-float3(-1.0,0.25,-1.0), float2(0.25,0.05) ),43.5 ) ); // res = opU( res, float2( sdCylinder( pos-float3( 1.0,0.30,-1.0), float2(0.1,0.2) ), 8.0 ) ); // res = opU( res, float2( sdCone( pos-float3( 0.0,0.50,-1.0), float3(0.8,0.6,0.3) ), 55.0 ) ); // res = opU( res, float2( sdTorus82( pos-float3( 0.0,0.25, 2.0), float2(0.20,0.05) ),50.0 ) ); // res = opU( res, float2( sdTorus88( pos-float3(-1.0,0.25, 2.0), float2(0.20,0.05) ),43.0 ) ); // res = opU( res, float2( sdCylinder6( pos-float3( 1.0,0.30, 2.0), float2(0.1,0.2) ), 12.0 ) ); // res = opU( res, float2( sdHexPrism( pos-float3(-1.0,0.20, 1.0), float2(0.25,0.05) ),17.0 ) ); //#if 1 // res = opU( res, float2( opS( // udRoundBox( pos-float3(-2.0,0.2, 1.0), float3(0.15),0.05), // sdSphere( pos-float3(-2.0,0.2, 1.0), 0.25)), 13.0 ) ); // res = opU( res, float2( opS( // sdTorus82( pos-float3(-2.0,0.2, 0.0), float2(0.20,0.1)), // sdCylinder( opRep( float3(atan(pos.x+2.0,pos.z)/6.2831 + 0.1*iGlobalTime, // pos.y, // 0.02+0.5*length(pos-float3(-2.0,0.2, 0.0))), // float3(0.05,1.0,0.05)), float2(0.02,0.6))), 51.0 ) ); // res = opU( res, float2( sdSphere( pos-float3(-2.0,0.25,-1.0), 0.2 ) + // 0.03*sin(50.0*pos.x)*sin(50.0*pos.y+8.0*iGlobalTime)*sin(50.0*pos.z), // 65.0 ) ); // // res = opU( res, float2( 0.5*sdTorus( opTwist(pos-float3(-2.0,0.25, 2.0)),float2(0.20,0.05)), 46.7 ) ); //#endif return res; } float2 castRay( in float3 ro, in float3 rd, in float maxd ) { float precis = 0.001; float h=precis*2.0; float t = 0.0; float m = -1.0; for( int i=0; i<60; i++ ) { if( abs(h)<precis||t>maxd ) continue;//break; t += h; float2 res = map( ro+rd*t ); h = res.x; m = res.y; } if( t>maxd ) m=-1.0; return float2( t, m ); } float softshadow( in float3 ro, in float3 rd, in float mint, in float maxt, in float k ) { float res = 1.0; float t = mint; for( int i=0; i<30; i++ ) { if( t<maxt ) { float h = map( ro + rd*t ).x; res = min( res, k*h/t ); t += 0.02; } } return clamp( res, 0.0, 1.0 ); } float3 calcNormal( in float3 pos ) { float3 eps = float3( 0.001, 0.0, 0.0 ); float3 nor = float3( map(pos+eps.xyy).x - map(pos-eps.xyy).x, map(pos+eps.yxy).x - map(pos-eps.yxy).x, map(pos+eps.yyx).x - map(pos-eps.yyx).x ); return normalize(nor); } float calcAO( in float3 pos, in float3 nor ) { float totao = 0.0; float sca = 1.0; for( int aoi=0; aoi<5; aoi++ ) { float hr = 0.01 + 0.05*float(aoi); float3 aopos = nor * hr + pos; float dd = map( aopos ).x; totao += -(dd-hr)*sca; sca *= 0.75; } return clamp( 1.0 - 4.0*totao, 0.0, 1.0 ); } float3 render( in float3 ro, in float3 rd ) { float3 col = float3(0.0); float2 res = castRay(ro,rd,20.0); float t = res.x; float m = res.y; if( m>-0.5 ) { float3 pos = ro + t*rd; float3 nor = calcNormal( pos ); //col = float3(0.6) + 0.4*sin( float3(0.05,0.08,0.10)*(m-1.0) ); col = float3(0.6) + 0.4*sin( float3(0.05,0.08,0.10)*(m-1.0) ); float ao = calcAO( pos, nor ); float3 lig = normalize( float3(-0.6, 0.7, -0.5) ); float amb = clamp( 0.5+0.5*nor.y, 0.0, 1.0 ); float dif = clamp( dot( nor, lig ), 0.0, 1.0 ); float bac = clamp( dot( nor, normalize(float3(-lig.x,0.0,-lig.z))), 0.0, 1.0 )*clamp( 1.0-pos.y,0.0,1.0); float sh = 1.0; if( dif>0.02 ) { sh = softshadow( pos, lig, 0.02, 10.0, 7.0 ); dif *= sh; } float3 brdf = float3(0.0); brdf += 0.20*amb*float3(0.10,0.11,0.13)*ao; brdf += 0.20*bac*float3(0.15,0.15,0.15)*ao; brdf += 1.20*dif*float3(1.00,0.90,0.70); float pp = clamp( dot( reflect(rd,nor), lig ), 0.0, 1.0 ); float spe = sh*pow(pp,16.0); float fre = ao*pow( clamp(1.0+dot(nor,rd),0.0,1.0), 2.0 ); col = col*brdf + float3(1.0)*col*spe + 0.2*fre*(0.5+0.5*col); } col *= exp( -0.01*t*t ); return float3( clamp(col,0.0,1.0) ); } struct v2f { half4 pos:SV_POSITION; half4 uv : TEXCOORD0; }; v2f vert(appdata_full v) { v2f o; o.pos = mul (UNITY_MATRIX_MVP, v.vertex); return o; } float4 frag(float4 sp:WPOS) : COLOR0 { float2 q = sp.xy/_ScreenParams.xy; float2 p = -1.0+2.0*q; p.x *= _ScreenParams.x/_ScreenParams.y; float2 mo = float2(1)/_ScreenParams.xy; // float time = 15.0 + _Time.y; // camera float3 ro = float3( -0.5+3.2*cos(0.1*time + 6.0*mo.x), 1.0 + 2.0*mo.y, 0.5 + 3.2*sin(0.1*time + 6.0*mo.x) ); float3 ta = float3( -0.5, -0.4, 0.5 ); // camera tx float3 cw = normalize( ta-ro ); float3 cp = float3( 0.0, 1.0, 0.0 ); float3 cu = normalize( cross(cw,cp) ); float3 cv = normalize( cross(cu,cw) ); float3 rd = normalize( p.x*cu + p.y*cv + 2.5*cw ); float3 col = render( ro, rd ); col = sqrt( col ); return float4( col, 1.0 ); } ENDCG SubShader { Tags {"Queue" = "Transparent"} ZWrite Off Blend SrcAlpha OneMinusSrcAlpha Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma fragmentoption ARB_precision_hint_fastest ENDCG } } }
Shader "shaderToy/Interstellar" { Properties { _NoiseTex("noise", 2D) = "bump" {} } CGINCLUDE #include "UnityCG.cginc" #pragma target 3.0 #pragma glsl sampler2D _NoiseTex; float3 ToLinear( in float3 col ) { // simulate a monitor, converting colour values into light values return pow( col, float3(2.2) ); } float3 ToGamma( in float3 col ) { // convert back into colour values, so the correct light will come out of the monitor return pow( col, float3(1.0/2.2) ); } float4 Noise( in float2 x ) { return tex2D( _NoiseTex, (float2(x)+0.5)/256.0 ); } float4 Rand( in int x ) { float2 uv; uv.x = (float(x)+0.5)/256.0; uv.y = (floor(uv.x)+0.5)/256.0; return tex2D( _NoiseTex, uv ); } struct v2f { half4 pos:SV_POSITION; half4 uv : TEXCOORD0; }; v2f vert(appdata_full v) { v2f o; o.pos = mul (UNITY_MATRIX_MVP, v.vertex); return o; } float4 frag(float4 sp:WPOS) : COLOR0 { float3 ray; ray.xy = 2.0*(sp.xy-_ScreenParams.xy*.5)/_ScreenParams.x; ray.z = 1.0; float offset = _Time.y*.5; float speed2 = (cos(offset)+1.0)*8.0; float speed = speed2+.1; offset += sin(offset)*.96; offset *= 2.0; float3 col = float3(0); float3 stp = ray/max(abs(ray.x),abs(ray.y)); float3 pos = 2.0*stp+.5; float3 c = float3(0); for ( int i=0; i < 20; i++ ) { float z = Noise(float2(pos.xy)).x; z = frac(z-offset); float d = 50.0*z-pos.z; float w = pow(max(0.0,1.0-10.0*length(frac(pos.xy)-.5)),2.0); float3 c = max(float3(0),float3(1.0-abs(d+speed2*.5)/speed,1.0-abs(d)/speed,1.0-abs(d-speed2*.5)/speed)); col += 1.5*(1.0-z)*c*w; pos += stp; } return float4(ToGamma(col),1.0); } ENDCG SubShader { Tags {"Queue" = "Transparent"} ZWrite Off Blend SrcAlpha OneMinusSrcAlpha Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma fragmentoption ARB_precision_hint_fastest ENDCG } } }
Shader "stalendp/shaderTest02" { //see https://www.shadertoy.com/view/4sj3zy Properties { _MainTex ("Base (RGB)", 2D) = "white" {} } SubShader { Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma target 3.0 #include "UnityCG.cginc" sampler2D _MainTex; //Variable declarations struct myvars { float3 bgColor; float sphereScale; float sphereShine; float3 sphereDiff; float3 sphereSpec; float2 specPoint; }; float4 vert(appdata_base v) : POSITION { return mul(UNITY_MATRIX_MVP, v.vertex); } float4 frag(float4 sp:WPOS): COLOR { myvars mv; mv.bgColor = float3(0.6, 0.5, 0.6); mv.sphereScale = 0.7; mv.sphereShine = 0.5; mv.sphereDiff = float3(0.5, 0.0, 0.5); mv.sphereSpec = float3(1.0, 1.0, 1.0); mv.specPoint = float2(0.2, -0.1); // creates shader pixel coordinates float2 uv = sp.xy/_ScreenParams.xy; // sets the position of the camera float2 p = uv * 2.5 - float2(1.0, 1.0); p.x *= _ScreenParams.x / _ScreenParams.y; // Rotates the sphere in a circle p.x += cos(-_Time.y) *0.35; p.y += sin(-_Time.y) * 0.35; // Rotates the specular point with the sphere mv.specPoint.x += cos(-_Time.y) * 0.35; mv.specPoint.y += sin(-_Time.y) * 0.35; //Sets the radius of the sphere to the middle of the screen float radius = length(p);//sqrt(dot(p, p)); float3 col = mv.bgColor; //Sets the initial dark shadow around the edge of the sphere float f = smoothstep(mv.sphereScale * 0.7, mv.sphereScale, length(p + mv.specPoint)); col -= lerp(col, float3(0.0,0.0,0.0), f) * 0.2; //Only carries out the logic if the radius of the sphere is less than the scale if(radius < mv.sphereScale) { float3 bg = col; //Sets the diffuse colour of the sphere (solid colour) col = mv.sphereDiff; //Adds smooth dark borders to help achieve 3D look f = smoothstep(mv.sphereScale * 0.7, mv.sphereScale, radius); col = lerp(col, mv.sphereDiff * 0.45, f); //Adds specular glow to help achive 3D look f = 1.0 - smoothstep(-0.2, 0.6, length(p - mv.specPoint)); col += f * mv.sphereShine * mv.sphereSpec; //Smoothes the edge of the sphere f = smoothstep(mv.sphereScale - 0.01, mv.sphereScale, radius); col = lerp(col, bg, f); } //The final output of the shader logic above //gl_FragColor is a vector with 4 paramaters(red, green, blue, alpha) //Only 2 need to be used here, as "col" is a vector that already carries r, g, and b values return float4(col, 1); } ENDCG } } FallBack "Diffuse" }
Shader "Custom/shaderTest03" { // https://www.shadertoy.com/view/Xdf3DS Properties { _MainTex ("Base (RGB)", 2D) = "white" {} } SubShader { Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma target 3.0 #include "UnityCG.cginc" sampler2D _MainTex; struct myvars { float k; float f; float threshold; float3 colour; float3 normal; float3 lightPos; float3 lightColour; float3 ambient; float shinyness; float diffuseFactor; float4 fragCoord; }; float2 center ( float2 border , float2 _offset , float2 vel, myvars mv) { float2 c = _offset + vel * _Time * 0.5; c = fmod ( c , 2. - 4. * border ); if ( c.x > 1. - border.x ) c.x = 2. - c.x - 2. * border.x; if ( c.x < border.x ) c.x = 2. * border.x - c.x; if ( c.y > 1. - border.y ) c.y = 2. - c.y - 2. * border.y; if ( c.y < border.y ) c.y = 2. * border.y - c.y; return c; } float field ( float b, float r , myvars mv) { if ( r > b ) return 0.0; if ( r >= b/3.0 ) { float rb = 1.0 - r/b; return (3.0*mv.k)/2.0 * rb * rb; } if ( r >= 0.0 && r <= b/3.0 ) { return mv.k * ( 1.0 - ( (3.0*r*r)/(b*b) ) ); } return 0.0; } void circle ( float r , float2 col , float2 _offset , float2 vel, myvars mv ) { float2 pos = mv.fragCoord.xy / _ScreenParams.y; float aspect = _ScreenParams.x / _ScreenParams.y; float2 c = center ( float2 ( r / aspect , r ) , _offset , vel, mv); c.x *= aspect; float d = distance ( pos , c ); float thisField = field (r, d, mv); mv.f += thisField; mv.colour += float3(col, 0) * thisField; mv.normal += normalize(float3(pos.x-c.x, pos.y-c.y,r))*thisField; } float4 vert(appdata_base v) : POSITION { return mul(UNITY_MATRIX_MVP, v.vertex); } float4 frag(float4 sp:WPOS): COLOR { myvars mv; mv.fragCoord = sp; mv.k = 100.0; mv.f = 0.0; mv.threshold = 10.0; mv.colour = float3(0.0,0.0,0.0); mv.normal = float3(0.0,0.0,0.0); mv.lightPos = float3(_ScreenParams.xy,2000.0); mv.lightColour = float3(0.9,0.9,1.0); mv.ambient = float3(0.1,0.0,0.0); mv.shinyness = 20.0; mv.diffuseFactor = 0.0006; circle ( .10 , float3 ( 0.7 , 0.2 , 0.8 ) , float2 ( .6 ) , float2 ( .30 , .70 ), mv ); circle ( .09 , float3 ( 0.7 , 0.9 , 0.6 ) , float2 ( .1 ) , float2 ( .02 , .20 ), mv ); circle ( .12 , float3 ( 0.3 , 0.4 , 0.1 ) , float2 ( .1 ) , float2 ( .10 , .04 ), mv ); circle ( .15 , float3 ( 0.2 , 0.5 , 0.1 ) , float2 ( .3 ) , float2 ( .10 , .20 ), mv ); circle ( .20 , float3 ( 0.1 , 0.3 , 0.7 ) , float2 ( .2 ) , float2 ( .40 , .25 ), mv ); circle ( .30 , float3 ( 0.9 , 0.4 , 0.2 ) , float2 ( .0 ) , float2 ( .15 , .20 ), mv ); float3 c; if (mv.f < mv.threshold) c = float3(0.0,0.0,0.0); else { mv.colour /= mv.f; mv.normal = mv.normal/mv.f; c = mv.ambient; float3 lightDir = mv.lightPos - float3(sp.xy,0.0); c += mv.colour * mv.diffuseFactor * max(dot(mv.normal,lightDir), 0.0); float3 r = normalize ( reflect ( lightDir, mv.normal ) ); c += mv.lightColour * pow(max(dot(r,float3(0.0,0.0,-1.0)), 0.0), mv.shinyness); } return float4(c, 1); } ENDCG } } }
Shader "stalendp/shaderTest04" { //see https://www.shadertoy.com/view/Xsf3R8 Properties { _MainTex ("Base (RGB)", 2D) = "white" {} } SubShader { Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma target 3.0 #include "UnityCG.cginc" sampler2D _MainTex; struct Ray { float3 org; float3 dir; }; float rayPlaneIntersect( Ray ray, float4 plane ) { float f = dot( ray.dir, plane.xyz ); float t = -( dot( ray.org, plane.xyz ) + plane.w ); t /= f; return t; } float3 shade( float3 pos, float3 nrm, float4 light ) { float3 toLight = light.xyz - pos; float toLightLen = length( toLight ); toLight = normalize( toLight ); float diff = dot( nrm, toLight ); float attn = 1.0 - pow( min( 1.0, toLightLen / light.w ), 2.0 ); float comb = 2.0 * diff * attn; return float3( comb, comb, comb ); } float4 vert(appdata_base v) : POSITION { return mul(UNITY_MATRIX_MVP, v.vertex); } float4 frag(float4 sp:WPOS): COLOR { // gl_FragCoord: location (0.5, 0.5) is returned // for the lower-left-most pixel in a window // XY of the normalized device coordinate // ranged from [-1, 1] float2 ndcXY = -1.0 + 2.0 * sp.xy / _ScreenParams.xy; // aspect ratio float aspectRatio = _ScreenParams.x / _ScreenParams.y; // scaled XY which fits the aspect ratio float2 scaledXY = ndcXY * float2( aspectRatio, 1.0 ); // camera XYZ in world space float3 camWsXYZ = float3( 0.0, 1.0, 0.0 ); camWsXYZ.z += 10.0 * cos( _Time.y ); // construct the ray in world space Ray ray; ray.org = camWsXYZ; ray.dir = float3( scaledXY, -2.0 ); // OpenGL is right handed // define the plane in world space float4 plane = float4( 0.0, 1.0, 0.0, 0.0 ); float t = rayPlaneIntersect( ray, plane ); // define the point light in world space (XYZ, range) float4 lightWs = float4( 0.0, 5.0, -5.0, 10.0 ); if ( t >= 0.0 ) { float3 sceneWsPos = ray.org + t * ray.dir; float3 sceneWsNrm = plane.xyz; float2 sceneUV = sceneWsPos.xz / 4.0; float4 sceneBase = tex2D( _MainTex, sceneUV ); float3 sceneShade = shade( sceneWsPos, sceneWsNrm, lightWs ); return float4( sceneShade * sceneBase.xyz, 1.0 ); } return float4( 0.0, 0.0, 0.0, 1.0 ); } ENDCG } } FallBack "Diffuse" }
Shader "stalendp/shaderTest04" { //see https://www.shadertoy.com/view/MdB3Dw Properties { _MainTex ("Base (RGB)", 2D) = "white" {} } SubShader { Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma target 3.0 #include "UnityCG.cginc" #define USE_ANALYTICAL_MBLUR sampler2D _MainTex; // intersect a MOVING sphere float2 iSphere( in float3 ro, in float3 rd, in float4 sp, in float3 ve, out float3 nor ) { float t = -1.0; float s = 0.0; nor = float3(0.0); float3 rc = ro - sp.xyz; float A = dot(rc,rd); float B = dot(rc,rc) - sp.w*sp.w; float C = dot(ve,ve); float D = dot(rc,ve); float E = dot(rd,ve); float aab = A*A - B; float eec = E*E - C; float aed = A*E - D; float k = aed*aed - eec*aab; if( k>0.0 ) { k = sqrt(k); float hb = (aed - k)/eec; float ha = (aed + k)/eec; float ta = max( 0.0, ha ); float tb = min( 1.0, hb ); if( ta < tb ) { ta = 0.5*(ta+tb); t = -(A-E*ta) - sqrt( (A-E*ta)*(A-E*ta) - (B+C*ta*ta-2.0*D*ta) ); nor = normalize( (ro+rd*t) - (sp.xyz+ta*ve ) ); s = 2.0*(tb - ta); } } return float2(t,s); } // intersect a STATIC sphere float iSphere( in float3 ro, in float3 rd, in float4 sp, out float3 nor ) { float t = -1.0; nor = float3(0.0); float3 rc = ro - sp.xyz; float b = dot(rc,rd); float c = dot(rc,rc) - sp.w*sp.w; float k = b*b - c; if( k>0.0 ) { t = -b - sqrt(k); nor = normalize( (ro+rd*t) - sp.xyz ); } return t; } float3 getPosition( float time ) { return float3( 2.5*sin(8.0*time), 0.0, 1.0*cos(8.0*time) ); } float3 getVelocity( float time ) { return float3( 8.0*2.5*cos(8.0*time), 0.0, -8.0*1.0*sin(8.0*time) ); } float4 vert(appdata_base v) : POSITION { return mul(UNITY_MATRIX_MVP, v.vertex); } float4 frag(float4 sp:WPOS): COLOR { float2 q = sp.xy / _ScreenParams.xy; float2 p = -1.0 + 2.0*q; p.x *= _ScreenParams.x/_ScreenParams.y; // camera float3 ro = float3(0.0,0.0,4.0); float3 rd = normalize( float3(p.xy,-2.0) ); // sphere // render float3 col = float3(0.0); #ifdef USE_ANALYTICAL_MBLUR //--------------------------------------------------- // render with analytical motion blur //--------------------------------------------------- float3 ce = getPosition( _Time.y ); float3 ve = getVelocity( _Time.y ); col = float3(0.25) + 0.3*rd.y; float3 nor = float3(0.0); float3 tot = float3(0.25) + 0.3*rd.y; float2 res = iSphere( ro, rd, float4(ce,1.0), ve/24.0, nor ); float t = res.x; if( t>0.0 ) { float dif = clamp( dot(nor,float3(0.5703)), 0.0, 1.0 ); float amb = 0.5 + 0.5*nor.y; float3 lcol = dif*float3(1.0,0.9,0.3) + amb*float3(0.1,0.2,0.3); col = lerp( tot, lcol, res.y ); } #else //--------------------------------------------------- // render with brute force sampled motion blur //--------------------------------------------------- #define NUMSAMPLES 32 float3 tot = float3(0.0); for( int i=0; i<NUMSAMPLES; i++ ) { float fi = float(i)/float(NUMSAMPLES); float3 ce = getPosition( _Time.y + fi/24.0 ); float3 nor = float3(0.0); float3 tmp = float3(0.25) + 0.3*rd.y; float t = iSphere( ro, rd, float4(ce,1.0), nor ); if( t>0.0 ) { float dif = clamp( dot(nor,float3(0.5703)), 0.0, 1.0 ); float amb = 0.5 + 0.5*nor.y; tmp = dif*float3(1.0,0.9,0.3) + amb*float3(0.1,0.2,0.3); } col += tmp; } col /= float(NUMSAMPLES); #endif col = pow( clamp(col,0.0,1.0), float3(0.45) ); return float4( col, 1.0 ); } ENDCG } } FallBack "Diffuse" }
Shader "stalendp/shaderTest05" { //see https://www.shadertoy.com/view/XsB3DW Properties { _MainTex ("Base (RGB)", 2D) = "white" {} _CubeDiffuse ("Cubemap Diffuse Map", CUBE) = "" {} vv1("vv1", float) = -1.0 vv2("vv2", float) = 2.0 } SubShader { Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma target 3.0 //下面防止编译错误:instruction limit of 1024 exceed; #pragma glsl #include "UnityCG.cginc" #define MAX_STEPS 64 #define MAX_REFLECTIONS 4 #define PI 3.1415926536 sampler2D _MainTex; samplerCUBE _CubeDiffuse; float vv1, vv2; struct Ray { float3 o; float3 d; }; struct Sphere { float3 o; float r; }; struct Box { float3 o; float3 s; }; struct Torus { float3 o; float2 s; }; float2 rotate2d(in float2 v, in float a) { float sinA = sin(a); float cosA = cos(a); return float2(v.x * cosA - v.y * sinA, v.y * cosA + v.x * sinA); } float sdSphere(in float3 p, in Sphere s) { return length(p-s.o)-s.r; } float sdBox(in float3 p, in Box b) { float3 d = abs(p-b.o) - b.s; return min(max(d.x,max(d.y,d.z)),0.0) + length(max(d,0.0)); } float sdTorus(in float3 p, in Torus t) { p -= t.o; float2 q = float2(length(p.xz)-t.s.x,p.y); return length(q)-t.s.y; } float world(in float3 p) { float ti = fmod(_Time.y,10.); if(ti > 2.) { Sphere s0 = Sphere(float3(0),1.); Box b0 = Box(float3(0),float3(.8)); if(ti < 4.) { return max(-sdSphere(p,s0),sdBox(p,b0)); } else if(ti < 6.) { return min(sdSphere(p,s0),sdBox(p,b0)); } else if(ti < 8.) { return max(sdSphere(p,s0),sdBox(p,b0)); } else { return max(sdSphere(p,s0),-sdBox(p,b0)); } } else { float3 pr = p.xzy; return sdTorus(pr, Torus(float3(0),float2(1.,.5))); } } float3 getNormal(in float3 p) { float3 d = float3(.005,0,0); float3 n; n.x = world(p+d.xyy); n.y = world(p+d.yxy); n.z = world(p+d.yyx); return normalize(n); } bool march(in Ray r, out float3 p) { p = r.o; float d; for(int i = 0; i < MAX_STEPS; i++) { d = world(p); p += r.d*d; } return d<=0.01; } float3 colorMarch(in Ray r) { float3 p; float3 col = float3(0); for(int i = 0; i < MAX_REFLECTIONS; i++) { if(march(r,p)) { float3 ldir = normalize(float3(1,-1,.5)); float3 n = getNormal(p); col += float3(dot(n,-ldir))*.25; r = Ray(p,reflect(r.d,n)); r.o += r.d*0.2; } else { break; } } col += texCUBE(_CubeDiffuse, r.d).rgb; return col; } float4 vert(appdata_base v) : POSITION { return mul(UNITY_MATRIX_MVP, v.vertex); } float4 frag(float4 sp:WPOS): COLOR { float2 uv = 2.*sp.xy/_ScreenParams.xy-1.; uv.x *= _ScreenParams.x/_ScreenParams.y; Ray r = Ray(float3(0,0,-2),normalize(float3(uv,1))); r.o.xz = rotate2d(r.o.xz,_Time.y*.5); r.d.xz = rotate2d(r.d.xz,_Time.y*.5); float3 cc =colorMarch(r); return float4( cc, 1.0 ); } ENDCG } } FallBack "Diffuse" }
Shader "stalendp/myShaderWang" { Properties { _MainTex ("Base (RGB)", 2D) = "white" {} wangTex("wang texture", 2D) = "white" {} disHeight ("texture height", float) = 0.0 } SubShader { Tags {"Queue" = "Transparent"} Pass{ Cull Off Cull Back // now render the front faces ZWrite Off // don't write to depth buffer // in order not to occlude other objects Blend SrcAlpha OneMinusSrcAlpha // blend based on the fragment's alpha value CGPROGRAM #pragma vertex vert #pragma fragment frag uniform sampler2D _MainTex; uniform sampler2D wangTex; uniform float disHeight; struct vertexInput { float4 vertex : POSITION; float4 texcoord : TEXCOORD0; }; struct vertexOutput { float4 pos : SV_POSITION; float4 position_in_world_space : TEXCOORD1; float4 tex : TEXCOORD0; float4 sp:WPOS; }; vertexOutput vert(vertexInput input) { vertexOutput output; output.pos = mul(UNITY_MATRIX_MVP, input.vertex); output.position_in_world_space = mul(_Object2World, input.vertex); output.tex = input.texcoord; return output; } float4 frag(vertexOutput input) : COLOR { //https://www.shadertoy.com/view/4dsGzH float3 COLOR1 = float3(0.0, 0.0, 0.3); float3 COLOR2 = float3(0.5, 0.0, 0.0); float BLOCK_WIDTH = 0.01; float2 uv = float2(input.tex); // To create the BG pattern float3 final_color = float3(1.0); float3 bg_color = float3(0.0); float3 wave_color = float3(0.0); float c1 = fmod(uv.x, 2.0 * BLOCK_WIDTH); c1 = step(BLOCK_WIDTH, c1); float c2 = fmod(uv.y, 2.0 * BLOCK_WIDTH); c2 = step(BLOCK_WIDTH, c2); bg_color = lerp(uv.x * COLOR1, uv.y * COLOR2, c1 * c2); // To create the waves float wave_width = 0.01; uv = -1.0 + 2.0 * uv; uv.y += 0.1; for(float i = 0.0; i < 1.0; i++) { uv.y += (0.07 * sin(uv.x + i/7.0 + _Time.y )); wave_width = abs(1.0 / (150.0 * uv.y)); wave_color += float3(wave_width * 1.9, wave_width, wave_width * 1.5); } final_color = bg_color + wave_color; float pos = input.position_in_world_space.y; float p1 = saturate((pos - disHeight)*3); float p2 = saturate((pos - disHeight - 0.5)*3); float4 non = float4(0.0); float4 skin = tex2D(_MainTex, float2(input.tex)); float4 wang = tex2D(wangTex, float2(input.tex)); float4 final = lerp(lerp(skin, wang, p1), non, p2); return final + float4(final_color, 1.0); } ENDCG } } FallBack "Diffuse" }
CGINCLUDE的使用
Shader "Self-Illumin/AngryBots/InterlacePatternAdditive" { Properties { _MainTex ("Base", 2D) = "white" {} _TintColor ("TintColor", Color) = (1,1,1,1) // needed simply for shader replacement _InterlacePattern ("InterlacePattern", 2D) = "white" {} _Illum ("_Illum", 2D) = "white" {} _EmissionLM ("Emission (Lightmapper)", Float) = 1.0 } CGINCLUDE #include "UnityCG.cginc" sampler2D _MainTex; sampler2D _InterlacePattern; half4 _InterlacePattern_ST; fixed4 _TintColor; struct v2f { half4 pos : SV_POSITION; half2 uv : TEXCOORD0; half2 uv2 : TEXCOORD1; }; v2f vert(appdata_full v) { v2f o; o.pos = mul (UNITY_MATRIX_MVP, v.vertex); o.uv.xy = v.texcoord.xy; o.uv2.xy = TRANSFORM_TEX(v.texcoord.xy, _InterlacePattern) + _Time.xx * _InterlacePattern_ST.zw; return o; } fixed4 frag( v2f i ) : COLOR { fixed4 colorTex = tex2D (_MainTex, i.uv); fixed4 interlace = tex2D (_InterlacePattern, i.uv2); colorTex *= interlace; return colorTex; } ENDCG SubShader { Tags {"RenderType" = "Transparent" "Queue" = "Transparent" "Reflection" = "RenderReflectionTransparentAdd" } Cull Off ZWrite Off Blend One One Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma fragmentoption ARB_precision_hint_fastest ENDCG } } FallBack Off }