将两个着色器合并为一个着色器
Combining Two Shaders into One Shader
Unity 项目,希望将这两个着色器合并为一个着色器以同时获得它们的功能。一个着色器用于照明,另一个着色器用于更好地渲染。我该如何合并?
Shader "Transparent/Cutout/Lit3dSprite" {
Properties{
_MainCol("Main Tint", Color) = (1,1,1,1)
_MainTex("Main Texture", 2D) = "white" {}
_Cutoff("Alpha cutoff", Range(0,1)) = 0.5
}
SubShader{
Tags {"Queue" = "AlphaTest" "IgnoreProjector" = "True" "RenderType" = "TransparentCutout" "PreviewType" = "Plane"}
Cull Off
LOD 200
CGPROGRAM
#pragma surface surf SimpleLambert alphatest:_Cutoff addshadow fullforwardshadows
#pragma target 3.0
sampler2D _MainTex;
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 = tex2D(_MainTex, IN.uv_MainTex) * _MainCol;
o.Albedo = lerp(c.rgb, c.rgb, c.a);
o.Alpha = c.a;
}
ENDCG
}
Fallback "Transparent/Cutout/VertexLit"
}
着色器 2:
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "RetroAA/Sprite"
{
Properties
{
[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
_Color ("Tint", Color) = (1,0,0,0)
}
SubShader
{
Tags {
"Queue"="Transparent"
"IgnoreProjector"="True"
"RenderType"="Transparent"
"PreviewType"="Plane"
"CanUseSpriteAtlas"="True"
}
LOD 100
Cull Off
Lighting Off
ZWrite Off
Blend SrcAlpha OneMinusSrcAlpha
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_fog
#include "RetroAA.cginc"
struct appdata {
float4 vertex : POSITION;
float4 color : COLOR;
float2 uv : TEXCOORD0;
};
struct v2f {
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
float2 uv : TEXCOORD0;
};
sampler2D _MainTex;
float4 _MainTex_ST;
float4 _MainTex_TexelSize;
float4 _Color;
v2f vert(appdata v){
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
o.color = v.color * _Color;
return o;
}
fixed4 frag(v2f i) : SV_Target {
fixed4 color = RetroAA(_MainTex, i.uv, _MainTex_TexelSize);
return i.color*color*color.a;
}
ENDCG
}
}
}
第二个着色器并不太复杂,只需使用第二个着色器的代码更改第一个着色器的 surf
计算 fixed4 c
的方式即可合并到第一个着色器中。
您还需要包含 RetroAA
的定义,并在着色器变量中包含主纹理的 Texel 大小。
但是,第一个着色器假定没有部分透明度,而第二个着色器需要它,因此您必须适应这一点。您需要使用 Alpha 混合,将 RenderType
和 Queue
更改为 Transparent
,并指示 ZWrite Off
。
以下是所有内容的组合:
Shader "Transparent/Cutout/Lit3dSprite" {
Properties{
_MainCol("Main Tint", Color) = (1,1,1,1)
_MainTex("Main Texture", 2D) = "white" {}
_Cutoff("Alpha cutoff", Range(0,1)) = 0.5
}
SubShader{
// change RenderType and Queue to Transparent
Tags {"Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" "PreviewType" = "Plane"}
Cull Off
ZWrite Off // Add this
LOD 200
// Enable Alpha blending here
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
// Enable Alpha blending here also
#pragma surface surf SimpleLambert alphatest:_Cutoff addshadow fullforwardshadows alpha:blend
#pragma target 3.0
sampler2D _MainTex;
float4 _MainTex_TexelSize; // Add this
fixed4 _MainCol;
// include this
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);
}
half4 LightingSimpleLambert(SurfaceOutput s, half3 lightDir, half atten)
{
half4 c;
// Fix the lambert lighting implementation here
half NdotL = dot(s.Normal, lightDir);
// We set the surface rgba in surf, so don't need to do it again here.
c.rgb = s.Albedo * (NdotL * atten) * _LightColor0.rgb;
c.a = s.Alpha;
return c;
}
struct Input {
float2 uv_MainTex;
float4 color: Color; // Add this to use SpriteRenderer color
};
void surf(Input IN, inout SurfaceOutput o) {
// replace this line:
// fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _MainCol;
// with this
fixed4 c = RetroAA(_MainTex, IN.uv_MainTex, _MainTex_TexelSize);
// factor in MainCol and SpriteRenderer color/tints
o.Albedo = c.rgb * _MainCol.rgb * IN.color.rgb;
o.Alpha = c.a * _MainCol.a * IN.color.a;
}
ENDCG
}
Fallback "Transparent/Cutout/VertexLit"
}
为了使 AA 正常工作,您可能需要将 Alpha cutoff
调低至零或其他较低的数值。
Unity 项目,希望将这两个着色器合并为一个着色器以同时获得它们的功能。一个着色器用于照明,另一个着色器用于更好地渲染。我该如何合并?
Shader "Transparent/Cutout/Lit3dSprite" {
Properties{
_MainCol("Main Tint", Color) = (1,1,1,1)
_MainTex("Main Texture", 2D) = "white" {}
_Cutoff("Alpha cutoff", Range(0,1)) = 0.5
}
SubShader{
Tags {"Queue" = "AlphaTest" "IgnoreProjector" = "True" "RenderType" = "TransparentCutout" "PreviewType" = "Plane"}
Cull Off
LOD 200
CGPROGRAM
#pragma surface surf SimpleLambert alphatest:_Cutoff addshadow fullforwardshadows
#pragma target 3.0
sampler2D _MainTex;
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 = tex2D(_MainTex, IN.uv_MainTex) * _MainCol;
o.Albedo = lerp(c.rgb, c.rgb, c.a);
o.Alpha = c.a;
}
ENDCG
}
Fallback "Transparent/Cutout/VertexLit"
}
着色器 2:
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "RetroAA/Sprite"
{
Properties
{
[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
_Color ("Tint", Color) = (1,0,0,0)
}
SubShader
{
Tags {
"Queue"="Transparent"
"IgnoreProjector"="True"
"RenderType"="Transparent"
"PreviewType"="Plane"
"CanUseSpriteAtlas"="True"
}
LOD 100
Cull Off
Lighting Off
ZWrite Off
Blend SrcAlpha OneMinusSrcAlpha
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_fog
#include "RetroAA.cginc"
struct appdata {
float4 vertex : POSITION;
float4 color : COLOR;
float2 uv : TEXCOORD0;
};
struct v2f {
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
float2 uv : TEXCOORD0;
};
sampler2D _MainTex;
float4 _MainTex_ST;
float4 _MainTex_TexelSize;
float4 _Color;
v2f vert(appdata v){
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
o.color = v.color * _Color;
return o;
}
fixed4 frag(v2f i) : SV_Target {
fixed4 color = RetroAA(_MainTex, i.uv, _MainTex_TexelSize);
return i.color*color*color.a;
}
ENDCG
}
}
}
第二个着色器并不太复杂,只需使用第二个着色器的代码更改第一个着色器的 surf
计算 fixed4 c
的方式即可合并到第一个着色器中。
您还需要包含 RetroAA
的定义,并在着色器变量中包含主纹理的 Texel 大小。
但是,第一个着色器假定没有部分透明度,而第二个着色器需要它,因此您必须适应这一点。您需要使用 Alpha 混合,将 RenderType
和 Queue
更改为 Transparent
,并指示 ZWrite Off
。
以下是所有内容的组合:
Shader "Transparent/Cutout/Lit3dSprite" {
Properties{
_MainCol("Main Tint", Color) = (1,1,1,1)
_MainTex("Main Texture", 2D) = "white" {}
_Cutoff("Alpha cutoff", Range(0,1)) = 0.5
}
SubShader{
// change RenderType and Queue to Transparent
Tags {"Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" "PreviewType" = "Plane"}
Cull Off
ZWrite Off // Add this
LOD 200
// Enable Alpha blending here
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
// Enable Alpha blending here also
#pragma surface surf SimpleLambert alphatest:_Cutoff addshadow fullforwardshadows alpha:blend
#pragma target 3.0
sampler2D _MainTex;
float4 _MainTex_TexelSize; // Add this
fixed4 _MainCol;
// include this
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);
}
half4 LightingSimpleLambert(SurfaceOutput s, half3 lightDir, half atten)
{
half4 c;
// Fix the lambert lighting implementation here
half NdotL = dot(s.Normal, lightDir);
// We set the surface rgba in surf, so don't need to do it again here.
c.rgb = s.Albedo * (NdotL * atten) * _LightColor0.rgb;
c.a = s.Alpha;
return c;
}
struct Input {
float2 uv_MainTex;
float4 color: Color; // Add this to use SpriteRenderer color
};
void surf(Input IN, inout SurfaceOutput o) {
// replace this line:
// fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _MainCol;
// with this
fixed4 c = RetroAA(_MainTex, IN.uv_MainTex, _MainTex_TexelSize);
// factor in MainCol and SpriteRenderer color/tints
o.Albedo = c.rgb * _MainCol.rgb * IN.color.rgb;
o.Alpha = c.a * _MainCol.a * IN.color.a;
}
ENDCG
}
Fallback "Transparent/Cutout/VertexLit"
}
为了使 AA 正常工作,您可能需要将 Alpha cutoff
调低至零或其他较低的数值。