卡通材质

| 发布     | 分类 工具  | 标签 卡通材质 

go框架

K W H L
What do I know? What do I want to know? How I will learn? What I have learned?
我知道些什么? 我想要知道些什么? 我该如何去学习? 我学到了什么?
Know Want How Learned
       
  目录结构?    
  启动服务器流程?    
  有哪些配置?负责做什么?    
  redis数据库怎么使用?    
  redis lua脚本怎么使用?    
  sync.RWMutex 互斥锁怎么使用? https://studygolang.com/pkgdoc  
  defer 作用? https://xiaozhou.net/something-about-defer-2014-05-25.html
https://blog.csdn.net/huang_yong_peng/article/details/82950743
 
  parser 协议解析    
  reflect 反射    
       
       
       
       
       
       
       
       
       
       
       
       
       

目录

[TOC]

资料

#pragma multi_compile

https://www.jianshu.com/p/f2eae5d6641c

UnpackScaleNormal

https://blog.csdn.net/qq_26365139/article/details/101291955

Unity3D Shader 之 Clip 函数

https://www.jianshu.com/p/8c753468d495

Unity Shader 内置函数

https://blog.csdn.net/a6627651/article/details/50680360

http://www.cppblog.com/lai3d/archive/2008/10/23/64889.html

saturate 把输入值限制到[0, 1]之间。

clip 如果输入向量中的任何元素小于0,则丢弃当前像素。

any 测试输入值中的任何非零值。

UNITY_FOG_COORDS(1)//雾数据

ShaderLab中内置的Matrix

https://blog.csdn.net/cubesky/article/details/38664143

https://blog.csdn.net/a133900029/article/details/80558765

float3 _Camera_Right = UNITY_MATRIX_V[0].xyz; float3 _Camera_Front = UNITY_MATRIX_V[2].xyz;

观察矩阵推导

https://zhuanlan.zhihu.com/p/104765641

https://cloud.tencent.com/developer/article/1472448

ShadeSH9 UnityShader——球谐光照

https://blog.csdn.net/NotMz/article/details/78339913

https://blog.csdn.net/weixin_42653501/article/details/104405016

UNITY泛光(BLOOM)的实现方式

http://www.wantgame.net/blog/?p=480&utm_source=tuicool&utm_medium=referral

Unity2018实现 泛光 荧光灯 效果

https://blog.csdn.net/A13155283231/article/details/99678183

https://github.com/ihaiucom/Unity_Plexus-Effect

UnityShader实例15:屏幕特效之Bloom

https://blog.csdn.net/u011047171/article/details/48522073

KinoBloom

Unity_Bloom

Unity_AlphaBloom

Unity_ImageFilters

Unity_ImageEffectBase

[[口袋妖怪]系列最终的全3D化 再现图像风格的制作技法]: https://www.cnblogs.com/TracePlus/p/4299428.html

UnityShader屏幕后处理效果之碎屏效果

https://blog.csdn.net/qq_36383623/article/details/86304894

Unity5中新的Shader

https://blog.csdn.net/zhaoguanghui2012/article/details/51462320

UnityChanToonShaderVer2_Project

https://gitee.com/ihaiu/UnityChanToonShaderVer2_Project

https://www.bilibili.com/read/cv3347898

Unity复现《重力眩晕2》中的渲染技术

视频:

UTS2的基本设置方式【Unity卡通渲染着色器教程其一】

https://www.bilibili.com/video/BV1WV411d7dv?from=search&seid=13189659463342600505

使用UTS2渲染Q版Unity娘 【Unity卡通渲染着色器教程其二】

https://www.bilibili.com/video/BV1g54y1R7Ao?from=search&seid=13189659463342600505

使用UTS2渲染Unity娘 【Unity卡通渲染着色器教程其三】

https://www.bilibili.com/video/BV1hC4y1W7RX?from=search&seid=13189659463342600505

文章:

MMD联动Unity学习笔记 Vol.41 在UTS2中使用不同的着色器

https://www.bilibili.com/read/cv3278897

MMD联动Unity学习笔记 Vol.42 UTS2进阶(慎入长篇多图预警)

https://www.bilibili.com/read/cv3347514

MMD联动Unity学习笔记 Vol.43 UTS2补充说明

https://www.bilibili.com/read/cv3347898

最简单的屏幕后期处理

Shader "Custom/RenderImage/ScreenBroken" {
	Properties{
		_MainTex("Main Tex", 2D) = "white" {}
		_BrokenNormalMap("BrokenNormal Map",2D) = "bump"{}
		_BrokenScale("BrokenScale",Range(0,1)) = 1.0
	}
		SubShader{


			Pass{
				Tags { "LightMode" = "ForwardBase" }

				CGPROGRAM

				#include "UnityCG.cginc"
				#include "Lighting.cginc"

				#pragma vertex vert
				#pragma fragment frag

			//这一部分参数的定义要根据Properties
			fixed4 _Color;
			sampler2D _MainTex;
			float4 _MainTex_ST;
			sampler2D _BrokenNormalMap;
			float4 _BrokenNormalMap_ST;
			float _BrokenScale;

			struct a2v {
				float4 vertex : POSITION;
				float4 texcoord : TEXCOORD0;
			};

			//输出部分要和输入部分对应起来,而输出部分又要由片元着色器里的计算模型来确定
			struct v2f {
				float4 pos : SV_POSITION;
				float4 uv : TEXCOORD0;
			};

			v2f vert(a2v v) {
				v2f o;
				o.pos = UnityObjectToClipPos(v.vertex);

				o.uv.xy = TRANSFORM_TEX(v.texcoord,_MainTex);
				o.uv.zw = TRANSFORM_TEX(v.texcoord, _BrokenNormalMap);
				return o;
			}

			fixed4 frag(v2f i) : SV_Target{

				fixed4 packedNormal = tex2D(_BrokenNormalMap,i.uv.zw);
				fixed3 tangentNormal;
				tangentNormal = UnpackNormal(packedNormal);

				tangentNormal.xy *= _BrokenScale;
				float2 offset = tangentNormal.xy;

				fixed3 lightColor = fixed3(1,1,1);
				fixed3 col = tex2D(_MainTex,i.uv.xy + offset).rgb ;

				fixed luminance = (col.r + col.g + col.b) / 3;
				fixed3 finalCol = lerp(fixed3(luminance,luminance,luminance),col,0.25);

				return fixed4(finalCol,1.0f);
			}
			ENDCG
			}

		}
			FallBack "Diffuse"
}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

[ExecuteInEditMode]
public class ScreenBroken : MonoBehaviour
{

    public Material mat;

    private void OnRenderImage(RenderTexture source, RenderTexture destination)
    {
        RenderTexture src0 = RenderTexture.GetTemporary(source.width, source.height);
        mat.SetTexture("_MainTex", source);
        Graphics.Blit(source, src0, mat, 0);
        Graphics.Blit(src0, destination);

        RenderTexture.ReleaseTemporary(src0);
    }
}
上一篇: 熟悉服务器代码go框架
下一篇: Amplify Shader Editor Node