Unity 3d Sprite Shader(如何在多光照射下将最大亮度限制为1)

时间:2019-03-05 02:31:31

标签: unity3d shader hlsl fragment-shader pixel-shader

我正在Unity中创建一个视频游戏。每个Sprite均使用Sprite Renderer渲染,该材质的材质具有CornucopiaShader.shader。我的问题是我想将子画面的最大亮度(或颜色)限制为该子画面的普通图像,而不管有多少点光源被其击中,强度如何,以及统一场景中的环境光。当击中精灵的灯光强度低于最大亮度水平时,我希望它像普通的点亮的精灵一样工作,如果没有灯光击中则为黑色,如果击中强度为0.5则点亮一半,依此类推,介于两者之间的一切都正常 问题1:总之,如果3个强度为5的灯撞击精灵,我希望精灵看起来只是正常的亮度1,而不用光冲洗掉白色。

由于播放器可以像纸马里奥一样旋转并切换侧面,因此当前的着色器代码将以这种方式起作用,并且当前从背面击中的灯光也应像在着色器中当前一样照亮两侧。 问题2:但是,我遇到的另一个问题是,当我翻转播放器时,强度会发生变化。

我已经连续3天试图找出这两个问题,无法解决。

Picture 1

Picture 2

Picture 3

Picture 4

Shader "Custom/CornucopiaShader" {

Properties{
    _MainCol("Main Tint", Color) = (1,1,1,1)
    _MainTex("Main Texture", 2D) = "white" {}
    _Cutoff("Alpha cutoff", Range(0,0.5)) = 0.5
}

SubShader{
    Tags {"Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" "PreviewType" = "Plane"}
    Cull Off
    ZWrite Off
    LOD 200
    ColorMask RGB

    Blend SrcAlpha OneMinusSrcAlpha

    CGPROGRAM
    #pragma surface surf SimpleLambert alphatest:_Cutoff addshadow fullforwardshadows alpha:blend
    #pragma target 3.0

    #include "RetroAA.cginc"

    sampler2D _MainTex;
    float4 _MainTex_TexelSize;
    fixed4 _MainCol;

    half4 LightingSimpleLambert(SurfaceOutput s, half3 lightDir, half atten)
    {
        half4 c;

        c.rgb = s.Albedo * _MainCol.rgb * (atten)* _LightColor0.rgb;
        c.a = s.Alpha;

        return c;
    }

    struct Input {
        float2 uv_MainTex;
    };

    void surf(Input IN, inout SurfaceOutput o) {

        fixed4 c = RetroAA(_MainTex, IN.uv_MainTex, _MainTex_TexelSize);
        o.Albedo = lerp(c.rgb, c.rgb, c.a);
        o.Alpha = c.a;

    }
    ENDCG
}

Fallback "Transparent/Cutout/VertexLit"

}

#include "UnityCG.cginc"

#pragma target 3.0

fixed4 RetroAA(sampler2D tex, float2 uv, float4 texelSize){
    float2 texelCoord = uv*texelSize.zw;
    float2 hfw = 0.5*fwidth(texelCoord);
    float2 fl = floor(texelCoord - 0.5) + 0.5;
    float2 uvaa = (fl + smoothstep(0.5 - hfw, 0.5 + hfw, texelCoord -     fl))*texelSize.xy;

return tex2D(tex, uvaa);
}

1 个答案:

答案 0 :(得分:1)

您实际上不能使用表面着色器执行此操作,但是可以使用顶点片段着色器非常高效地执行此操作。 Unity将4个最接近的点光源存储在一组向量中,以用于每个顶点(非重要)光源。幸运的是,这些片段在片段着色器中也可以访问,因此您可以使用它们一次使所有4个灯光同时着色!当您将所有灯光汇总在一起时,请确保其强度不会超过1。这是我为您提供的快速着色器:

Shader "Unlit/ToonTest"
{
    Properties
    {
        _MainTex ("Texture", 2D) = "white" {}
    }
    SubShader
    {
        Name "FORWARD"
        Tags { "LightMode" = "ForwardBase" "RenderType" = "TransparentCutout" "Queue"="AlphaTest"}
        Cull Off
        LOD 100

        Pass
        {
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            #pragma multi_compile_fog
            #pragma multi_compile_fwdbase

            #include "UnityCG.cginc"

            struct appdata
            {
                float4 vertex : POSITION;
                float2 uv : TEXCOORD0;
                half3 normal : NORMAL;
            };

            struct v2f
            {
                float2 uv : TEXCOORD0;
                UNITY_FOG_COORDS(1)
                float4 vertex : SV_POSITION;
                float3 worldPos : TEXCOORD1;
                float3 ambient : TEXCOORD2;
            };

            sampler2D _MainTex;
            float4 _MainTex_ST;

            v2f vert (appdata v)
            {
                v2f o;
                o.vertex = UnityObjectToClipPos(v.vertex);
                o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
                o.uv = TRANSFORM_TEX(v.uv, _MainTex);
                o.ambient = ShadeSH9(mul(unity_ObjectToWorld, float4(v.normal, 0.0 ))); // Ambient from spherical harmonics
                UNITY_TRANSFER_FOG(o,o.vertex);
                return o;
            }

            float3 Shade4Lights (    
                float4 lightPosX, float4 lightPosY, float4 lightPosZ,
                float3 lightColor0, float3 lightColor1, float3 lightColor2, float3 lightColor3,
                float4 lightAttenSq,
                float3 pos)
            {
                // to light vectors
                float4 toLightX = lightPosX - pos.x;
                float4 toLightY = lightPosY - pos.y;
                float4 toLightZ = lightPosZ - pos.z;
                // squared lengths
                float4 lengthSq = 0;
                lengthSq += toLightX * toLightX;
                lengthSq += toLightY * toLightY;
                lengthSq += toLightZ * toLightZ;
                // don't produce NaNs if some vertex position overlaps with the light
                lengthSq = max(lengthSq, 0.000001);

                // attenuation
                float4 atten = 1.0 / (1.0 + lengthSq * lightAttenSq);
                float4 diff = atten; //ndotl * atten;
                // final color
                float3 col = 0;
                col += lightColor0 * diff.x;
                col += lightColor1 * diff.y;
                col += lightColor2 * diff.z;
                col += lightColor3 * diff.w;
                return col;
            }

            fixed4 frag (v2f i) : SV_Target
            {
                // sample the texture
                fixed4 col = tex2D(_MainTex, i.uv);
                half3 intensity = Shade4Lights(unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0, unity_LightColor[0], unity_LightColor[1], unity_LightColor[2], unity_LightColor[3], unity_4LightAtten0, i.worldPos);
                intensity = min((half3)1, i.ambient + intensity);

                col.rgb *= intensity;

                clip(col.a - 0.5);
                // apply fog
                UNITY_APPLY_FOG(i.fogCoord, col);
                return col;
            }
            ENDCG
        }
    }
}

“ Shade4Lights”功能是Unity的“ Shade4PointLights”的修改版本,其中消除了漫射朗伯照明(仅衰减)。您还必须将RetroAA函数添加到纹理采样中。您的截断值是“剪辑”功能内的“-0.5”-如果需要,可以公开该值。如果需要此着色器进行阴影投射,则可以从Unity的标准着色器复制/粘贴阴影通道(可以从其页面下载源代码)。对于阴影接收,您需要向着色器添加几行-再次检查源代码。

您可以在此处阅读有关内置着色器变量的更多信息:

https://docs.unity3d.com/Manual/SL-UnityShaderVariables.html