简单的卡通渲染

前言

        这篇文章是我在2024.2.21便想写的文章。可是因为各种各样的原因,最终拖到了现在去写。但是我也不打算多写什么东西,因为有些东西我也不懂,有些地方我也觉得莫名其妙。所以这篇文章就当是一次尝试了的记录了。

代码

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Shader "Unlit/CelShader"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_MainColor ("Main Color", Color) = (1,1,1,1)

[HDR]
_SpecularColor("Specular Color", Color) = (1,1,1,1)
_Glossiness("Glossiness", Range(8,255)) = 32

[Toggle(_NORMALMAP)]
_EnableNormalMap("Enable Normal Map", Int) = 0
[NoScaleOffset]_BumpMap("Normal Map", 2D) = "bump" {}
_BumpScale("Bump Scale", Float) = 1.0

[HDR]
_RimColor("Rim Color", Color) = (1,1,1,1)

_RimAmount("Rim Amount", Range(0, 1)) = 0.716
_RimThreshold("Rim Threshold", Range(0, 1)) = 0.1

_OutLine("OutLine",Float) = 1
_OutLineColor("Color",Color) = (1,1,1,1)

[Toggle(_CLIP)]
_EnableClip("Enable Clip", Int) = 0
_ClipLimit("Clip Limit",Range(0,1)) = 0.2
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100

HLSLINCLUDE

#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"

#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Shaders/ShadowCasterPass.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"

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

struct v2f
{
float4 vertex : SV_POSITION;
float2 uv : TEXCOORD0;
};

struct celV2F
{
float4 vertex : SV_POSITION;
float2 uv : TEXCOORD0;
float4 positionWS : TEXCOORD1;
float4 tangentWS : TEXCOORD2;
float4 normalWS : TEXCOORD3;
};

CBUFFER_START(UnityPerMaterial)
sampler2D _MainTex;
float4 _MainTex_ST;

half4 _MainColor;

float4 _SpecularColor;
float _Glossiness;

sampler2D _BumpMap;
float _BumpScale;

float4 _RimColor;
half _RimAmount;
half _RimThreshold;

float _OutLine;
float4 _OutLineColor;

half _ClipLimit;
CBUFFER_END

v2f outLineVert (appdata v)
{
v2f o;
float3 worldPos = TransformObjectToWorld(v.vertex.xyz);
float3 viewPos = TransformWorldToView(worldPos);
float3 viewNormal = TransformWorldToViewNormal(TransformObjectToWorldNormal(v.normal.xyz));
viewNormal.z = -0.5;
worldPos = TransformViewToWorld(viewPos + normalize(viewNormal) * _OutLine);
o.vertex = TransformWorldToHClip(worldPos);
o.uv = v.uv;
return o;
}

half4 outLineFrag (v2f i) : SV_Target
{
half4 col = tex2D(_MainTex, i.uv);
#ifdef _CLIP
clip(col.a - _ClipLimit);
#endif
return _OutLineColor;
}

v2f vert (appdata v)
{
v2f o;
o.vertex = TransformObjectToHClip(v.vertex.xyz);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
return o;
}

half4 frag (v2f i) : SV_Target
{
// sample the texture
half4 col = tex2D(_MainTex, i.uv);
return col;
}

half4 shadow(v2f i) : SV_Target
{
return 0;
}

celV2F celVert(appdata v)
{
celV2F o;
o.vertex = TransformObjectToHClip(v.vertex.xyz);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
VertexNormalInputs nInput = GetVertexNormalInputs(v.normal, v.tangent);
o.positionWS.xyz = TransformObjectToWorld(v.vertex.xyz);
o.positionWS.w = 1;
real sign = v.tangent.w * GetOddNegativeScale();
o.tangentWS = half4(nInput.tangentWS,sign);
o.normalWS.xyz = nInput.normalWS;
return o;
}

half4 celFrag(celV2F i) : SV_TARGET
{
half4 col = tex2D(_MainTex, i.uv);
#ifdef _CLIP
clip(col.a - _ClipLimit);
#endif

float3 normal;

#ifdef _NORMALMAP
half4 normalCol = tex2D(_BumpMap,i.uv);
#if BUMP_SCALE_NOT_SUPPORTED
normal = UnpackNormal(normalCol);
#else
normal = UnpackNormalScale(normalCol, _BumpScale);
#endif
float3 bitangent = i.tangentWS.w * cross(i.normalWS.xyz, i.tangentWS.xyz);
half3x3 tangentToWorld = half3x3(i.tangentWS.xyz, bitangent.xyz, i.normalWS.xyz);
normal = TransformTangentToWorld(normal, tangentToWorld);
#else
normal = normalize(i.normalWS).xyz;
#endif

Light mainLight = GetMainLight(TransformWorldToShadowCoord(i.positionWS));

float NdotL = saturate(dot(mainLight.direction, normal)) * 0.5 + 0.5;

float shadow = smoothstep(0,0.1,mainLight.shadowAttenuation * mainLight.distanceAttenuation);

// 漫反射
//half4 diffuseCol = col * smoothstep(0,1,NdotL) * _MainColor;
half4 diffuseCol = col * smoothstep(0.3,0.5,NdotL) * _MainColor;
diffuseCol.a = 1;

// 高光
float3 viewDir = GetWorldSpaceNormalizeViewDir(i.positionWS.xyz);
float3 halfVector = normalize(mainLight.direction + viewDir);
float NdotH = dot(normal, halfVector);
float specularIntensity = pow(NdotH, _Glossiness);
float specularIntensitySmooth = smoothstep(0.005, 0.01, specularIntensity);
float3 specular = specularIntensitySmooth * _SpecularColor.rgb;

// 菲涅尔(边缘光)
float rimDot = 1 - saturate(dot(viewDir, normal));
float rimIntensity = rimDot * pow(NdotL, _RimThreshold);
rimIntensity = smoothstep(_RimAmount - 0.01, _RimAmount + 0.01, rimIntensity);
float3 rim = rimIntensity * _RimColor.rgb;

diffuseCol.rgb = (diffuseCol.rgb + specular);

diffuseCol.rgb *= saturate(mainLight.color.rgb);
diffuseCol.rgb *= smoothstep(0,0.2,mainLight.shadowAttenuation);
diffuseCol.rgb += rim;

return diffuseCol;
}

ENDHLSL

Pass
{
Tags{"LightMode"="OutLine"}

Cull Front
HLSLPROGRAM
#pragma vertex outLineVert
#pragma fragment outLineFrag

#pragma shader_feature_local _CLIP

ENDHLSL
}

Pass
{
Tags{"LightMode"="UniversalForward"}

Blend SrcAlpha OneMinusSrcAlpha

HLSLPROGRAM
#pragma vertex celVert
#pragma fragment celFrag

#pragma shader_feature_local _NORMALMAP
#pragma shader_feature_local _CLIP

#pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE

#pragma multi_compile_fragment _ _SHADOWS_SOFT
#pragma multi_compile_instancing

ENDHLSL
}

pass
{
Tags{"LightMode"="ShadowCaster"}

ZWrite On
ZTest LEqual
ColorMask 0

HLSLPROGRAM
#pragma vertex vert
#pragma fragment shadow
#pragma multi_compile_fragment _ LOD_FADE_CROSSFADE
#pragma multi_compile_vertex _ _CASTING_PUNCTUAL_LIGHT_SHADOW

ENDHLSL
}
}
}

本人疑惑的地方

        代码中的高光在实际项目上几乎没有,而且大多数情况下没有高光会更像是卡通风格。不过我参考文章中的展示却非常的像。

使用感悟

        我发现代码本身并不能成为卡通风格的决定要素,物体本身贴图与卡通风格更加接近。那么只要加上描边,这个物体就会像是卡通风格。即使你使用的是默认的Lit作为主渲染也有这样的感觉。

参考文章

https://roystan.net/articles/toon-shader/