罪恶装备背德之炎卡通角色_二次元风格_Unity 角色渲染
- 角色初始效果:
- 基础渲染SimpleBas
- 资源分析
- 模型
- 顶点颜色:
- 贴图资源
- SOL_base_基础色块效果:
- 其中SOL_base_A通道的效果:
- SOL_ilm:如下
- SOL_ilm模型上区域分布
- - 左到右,依次为RGBA。
- SOL_Sss:如下
- SOL_ilm在模型上的效果
- 优化
- 优化前全身图
- 优化后全身图
- 面部对比图
- 腰带和手臂描边对比图
- 对比图
- 卡渲代码
- 卡渲参考链接:
角色初始效果:
基础渲染SimpleBas
Shader "SimpleBase"
{
Properties
{
[Header(BaseColor)]
_MainTex ("BaseTex", 2D) = "white" {}
[Space(20)]
[Header(ILM)]
_ILMTex("ILMTex",2D) = "white"{}
[Space(20)]
[Header(SSS)]
_SssTex("SssTex",2D) = "white"{}
[Space(20)]
[Header(Detail)]
_DetailTex("DetailTex",2D) = "white"{}
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
Tags{"LightMode"="ForwardBase"}
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_fwdbase
#include "UnityCG.cginc"
#include "Lighting.cginc"
#include "AutoLight.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv0 : TEXCOORD0;
float2 uv1 : TEXCOORD1;
float4 tangent :TEXCOORD2;
half3 normal : NORMAL;
half4 color : COLOR;
};
struct v2f
{
float4 uv : TEXCOORD0;
float4 pos : SV_POSITION;
half4 vertexColor : TEXCOORD1;
half3 worldNormal : TEXCOORD2;
float3 worldPos : TEXCOORD3;
};
sampler2D _MainTex;
float4 _MainTex_ST;
sampler2D _ILMTex;
sampler2D _SssTex;
sampler2D _DetailTex;
v2f vert (appdata v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv.xy = TRANSFORM_TEX(v.uv0, _MainTex);
o.uv.zw = v.uv1;
o.vertexColor = v.color;
o.worldPos = mul(unity_ObjectToWorld,v.vertex).xyz;
o.worldNormal = mul(v.normal,(float3x3)unity_WorldToObject);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed4 ilm = tex2D(_ILMTex,i.uv.xy);
fixed4 baseColor = tex2D(_MainTex, i.uv.xy);
fixed4 sssColor = tex2D(_SssTex,i.uv.xy);
fixed3 detail = tex2D(_DetailTex,i.uv.zw);
half ao = saturate((i.vertexColor.r - 0.7) * 50);
half3 worldNormal = normalize(i.worldNormal);
half3 worldLightDir = normalize(UnityWorldSpaceLightDir(i.worldPos));
half3 worldViewDir = normalize(UnityWorldSpaceViewDir(i.worldPos));
half3 halfDir = normalize(worldLightDir + worldViewDir);
half NdotH = saturate(dot(halfDir,worldNormal));
half NdotL = dot(worldLightDir,worldNormal);
half sssFactor = saturate((NdotL * 0.5 + 0.5 - i.vertexColor.b * 0.5) * 50) * ao;
fixed4 finalColor = 1;
finalColor.rgb = lerp(sssColor,baseColor,sssFactor) * detail * ilm.a;
return finalColor;
}
ENDCG
}
}
}
资源分析
模型
顶点颜色:
模型的B通道灰色
贴图资源
SOL_base_基础色块效果:
其中SOL_base_A通道的效果:
- 其中A通道,是将人物身上的文字图案区域 描黑。
SOL_ilm:如下
SOL_ilm模型上区域分布
如下:
- 左到右,依次为RGBA。
-
R通道:控制整体的高光强度。
-
G通道:控制NdotL光照的偏移值,例如褶皱。
-
B通道:控制高光的大小、范围或者形状。
-
A通道:人物模型的内描线。
-
顶点颜色:
-
R通道:AO,也是控制NdotL光照偏移。
SOL_Sss:如下
SOL_ilm在模型上的效果
SSSTexture的值与环境光的颜色相乘得到的颜色来决定阴影颜色。
明部主光颜色
暗部 环境光颜色
优化
优化前全身图
优化后全身图
面部对比图
腰带和手臂描边对比图
对比图
卡渲代码
Shader "SOL"
{
Properties
{
[Header(BaseColor)]
_MainTex ("BaseTex", 2D) = "white" {}
[Space(20)]
[Header(ILM)]
_ILMTex("ILMTex",2D) = "gray"{}
[Space(20)]
[Header(SSS)]
_SssTex("SssTex",2D) = "black"{}
[Space(20)]
[Header(Detail)]
_DetailTex("DetailTex",2D) = "white"{}
_ToonThreshold("ToonThreshold",Range(0,1)) = 0.5
_ToonHardness("ToonHardness",Float) = 20.0
_SpecColor("spec color", Color) = (1,1,1,1)
_SpecSize("Spec Size",Range(0,1)) = 1
[Space(20)]
[Header(OutLine)]
_OutlineColor("Outline Color", Color) = (0,0,0,0)
_Outlinewidth("Outline Width",Range(0,1)) = 1
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
Tags{"LightMode"="ForwardBase"}
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_fwdbase
#include "UnityCG.cginc"
#include "Lighting.cginc"
#include "AutoLight.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv0 : TEXCOORD0;
float2 uv1 : TEXCOORD1;
half3 normal : NORMAL;
half4 color : COLOR;
};
struct v2f
{
float4 uv : TEXCOORD0;
float4 pos : SV_POSITION;
half4 vertexColor : TEXCOORD1;
half3 worldNormal : TEXCOORD2;
float3 worldPos : TEXCOORD3;
};
sampler2D _MainTex;
sampler2D _ILMTex;
sampler2D _SssTex;
sampler2D _DetailTex;
half _ToonThreshold;
half _ToonHardness;
half _SpecSize;
//没有定义"float4 _SpecColor" 是因为在#include "UnityLightingCommon.cginc"文件里已经被声明。
// float4 _SpecColor;
v2f vert (appdata v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = float4 (v.uv0,v.uv1);
o.vertexColor = v.color;
o.worldPos = mul(unity_ObjectToWorld,v.vertex).xyz;
o.worldNormal = mul(v.normal,(float3x3)unity_WorldToObject);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
half2 uv1 = i.uv.xy;
half2 uv2 = i.uv.zw;
//贴图采样、亮部和暗部的颜色、控制高光的强度
fixed4 ilm = tex2D(_ILMTex,i.uv.xy);
half spec_intensity = ilm.r;//控制高光强度
half diffuse_control = ilm.g * 2.0 - 1.0;//光照偏移
half spec_size = ilm.b;//控制高光形状
half inner_line = ilm.a;//内描线
fixed4 baseColor = tex2D(_MainTex, i.uv.xy);//亮部的颜色
fixed4 sssColor = tex2D(_SssTex,i.uv.xy);//暗部的颜色
fixed3 detail = tex2D(_DetailTex,i.uv.zw);//细节线条
//顶点处理
half ao = saturate((i.vertexColor.r - 0.7) * 50);
//向量
half3 worldNormal = normalize(i.worldNormal);
half3 worldLightDir = normalize(UnityWorldSpaceLightDir(i.worldPos));
half3 worldViewDir = normalize(UnityWorldSpaceViewDir(i.worldPos));
//漫反射
half NdotL = dot(worldLightDir,worldNormal);
half halflambert = (NdotL + 1.0) * 0.5;
half lambertterm = halflambert * ao + diffuse_control;
half toondiffuse = saturate ((lambertterm - _ToonThreshold) * _ToonHardness);
half3 finaldiffuse = lerp(sssColor ,baseColor,toondiffuse);
//高光
float NdotV = (dot(worldNormal,worldViewDir) + 1.0) * 0.5;
float spec_term = NdotV * ao + diffuse_control;
spec_term = halflambert * 0.9 + spec_term * 0.1;
half toon_spec = saturate((spec_term - (1.0 - spec_size * _SpecSize)) * 500);
half3 speccolor = (_SpecColor.xyz + baseColor) * 0.5;
half3 finaspec = toon_spec * speccolor * spec_intensity;
//描线
half3 inner_line_Color = lerp(baseColor * 0.2 , float3(1.0,1.0,1.0),inner_line);
half3 ditailcolor = tex2D(_DetailTex , uv2);
ditailcolor = lerp(baseColor * 0.2, float3(1.0,1.0,1.0),ditailcolor);
half3 finalline = inner_line_Color * inner_line_Color * ditailcolor;
fixed3 finalColor = (finaldiffuse + finaspec) * finalline;
return float4(finalColor,1.0);
}
ENDCG
}
Pass
{
Cull Front
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_fwdbase
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv0 : TEXCOORD0;
half3 normal : NORMAL;
half4 color : COLOR;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 pos : SV_POSITION;
half4 vertexColor : TEXCOORD1;
half3 worldNormal : TEXCOORD2;
float3 worldPos : TEXCOORD3;
};
sampler2D _MainTex;
float4 _OutlineColor;
float _Outlinewidth;
v2f vert (appdata v)
{
v2f o;
float3 pos_VS = UnityObjectToViewPos(v.vertex);
float3 normal_WS = UnityObjectToWorldNormal(v.normal);
float3 outline_dir = normalize(mul((float3x3)UNITY_MATRIX_V,normal_WS));
o.vertexColor = v.color;
pos_VS += outline_dir * _Outlinewidth * 0.001 * v.color.a;
o.pos = mul(UNITY_MATRIX_P,float4(pos_VS,1.0));
o.uv = v.uv0;
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed3 baseColor = tex2D(_MainTex, i.uv.xy).xyz;
half maxComponent = max(max(baseColor.r,baseColor.g),baseColor.b) - 0.004;
half3 saturatedColor = step(maxComponent.rrr,baseColor) * baseColor;
saturatedColor = lerp(baseColor.rgb,saturatedColor,0.6);
half3 outlineColor = 0.8 * saturatedColor * baseColor * _OutlineColor.xyz;
return float4(outlineColor,1.0);
}
ENDCG
}
}
}
卡渲参考链接:
西川善司:【纯卡通动画的实时3D图形】的秘密
【翻译】西川善司「实验做出的游戏图形」「GUILTY GEAR Xrd -SIGN-」中实现的「纯卡通动画的实时3D图形」的秘密,前篇(1)