Unity 3d Sprite Shader(如何使用多灯点击将最大亮度限制为1)

问题描述 投票:2回答:1

我在Unity中创建了一个视频游戏。每个精灵都使用Sprite渲染器渲染,材质具有CornucopiaShader.shader。我遇到的问题是我想要将精灵的最大亮度(或颜色)限制为精灵的正常图像,而不管点击它的点数,灯光的强度,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精灵一样,如果没有灯光击中则为黑色,如果强度为0.5则会半亮,等等一切都在正常之间。问题1:总之,如果三个强度为5强度的灯点亮了精灵,我希望精灵只看到1的正常亮度,而不是用光线刷出白色。

由于播放器可以像纸质马里奥一样旋转并切换侧面,因此当前着色器代码以这种方式起作用,并且当前从背面点击的光也应该像在当前在着色器中那样照亮两侧。问题2:但是我遇到的另一个问题,就像在我所包含的四个图像中看到的那样,当我翻转播放器时,强度会发生变化。

我一直试图连续3天弄清楚这两个问题并且无法弄明白。

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);
}
unity3d shader hlsl fragment-shader pixel-shader
1个回答
1
投票

使用表面着色器无法实现此功能,但您可以使用顶点片段着色器非常有效地完成此操作。 Unity将4个最近点的灯存储在一组向量中,用于每顶点(非重要)灯。幸运的是,这些也可以在片段着色器中访问,因此您可以使用它们一次性遮挡所有4个灯光!当你将所有灯光汇总在一起时,请确保它们的强度不能超过1.这是一个快速着色器,我为你拼凑:

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,删除了漫反射朗伯照明(仅限衰减)。您还必须将RetroAA函数添加到纹理采样中。您的截止值是“剪辑”功能中的“ - 0.5” - 如果需要,您可以公开它。如果您需要为此着色器投影阴影,则可以从Unity的标准着色器复制/粘贴阴影传递(您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

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