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【OpenGL】Shader技巧集合

2015-09-18 07:01 393 查看
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:

[cpp] view
plaincopy





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

}

[cpp] view
plaincopy





// 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

}

}

}

[cpp] view
plaincopy





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

}

}

}

[cpp] view
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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"

}

[cpp] view
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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

}

}

}

[cpp] view
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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"

}

[cpp] view
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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"

}

[cpp] view
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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"

}

[cpp] view
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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

[cpp] view
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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

}
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