URP 渲染实战 / 第 15 章 更多风格化(NPR) / 案例 15.2
案例 15.2素描排线(Hatching)进阶
目标:用 TAM 把受光强度变成笔触疏密,支持物体 UV 与屏幕空间两种贴法,并可给纸面上色。
原理:设像素亮度为 I(1 最亮,0 最暗),先把它映射成一个 0~6 的“级别”值 L,然后给每一级一个帐篷形(三角形)权重:
第 0 级是纯白纸面。对任意 L,最多只有相邻两级的权重非零,且它们的和恰好为 1——这就是线性插值,只不过写成了“对所有级别求和”的形式,GPU 上不需要任何分支。
完整代码:
Assets/Cookbook/Ch15/Hatching.shader
// 素描排线(Hatching):按受光强度在 6 级笔触贴图(TAM)之间混合。 // 两张 RGB 贴图共 6 个通道,一次采样拿到 3 级,2 次采样完成全部混合。 Shader "Cookbook/Ch15/Hatching" { Properties { [NoScaleOffset] _Hatch0 ("Hatch 0 (levels 1-3)", 2D) = "white" {} [NoScaleOffset] _Hatch1 ("Hatch 1 (levels 4-6)", 2D) = "white" {} _HatchScale ("Hatch Tiling", Float) = 4 [Toggle] _ScreenSpace ("Screen Space UV", Float) = 0 _ScreenTileSize ("Screen Tile Size (pixels)", Float) = 160 _InkColor ("Ink Color", Color) = (0.08, 0.07, 0.1, 1) _PaperColor ("Paper Color", Color) = (0.96, 0.94, 0.88, 1) _BaseColor ("Base Color", Color) = (1, 1, 1, 1) _Tint ("Base Color Tint", Range(0, 1)) = 0 _Ambient ("Ambient Tone", Range(0, 1)) = 0.12 _Exposure ("Exposure", Range(0.2, 2)) = 1 _OutlineWidth ("Outline Width", Range(0, 0.05)) = 0.008 } SubShader { Tags { "RenderType"="Opaque" "RenderPipeline"="UniversalPipeline" "Queue"="Geometry" } HLSLINCLUDE #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" CBUFFER_START(UnityPerMaterial) float _HatchScale, _ScreenSpace, _ScreenTileSize; half4 _InkColor, _PaperColor, _BaseColor; half _Tint, _Ambient, _Exposure; float _OutlineWidth; CBUFFER_END ENDHLSL Pass { Name "ForwardLit" Tags { "LightMode"="UniversalForwardOnly" } HLSLPROGRAM #pragma vertex NprVert #pragma fragment frag #pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN #pragma multi_compile_fragment _ _SHADOWS_SOFT _SHADOWS_SOFT_LOW _SHADOWS_SOFT_MEDIUM _SHADOWS_SOFT_HIGH #include "Assets/Cookbook/Ch15/NPRCommon.hlsl" TEXTURE2D(_Hatch0); SAMPLER(sampler_Hatch0); TEXTURE2D(_Hatch1); SAMPLER(sampler_Hatch1); // intensity:1 = 最亮(纸白),0 = 最暗(第 6 级) half Hatch(float2 uv, half intensity) { half3 h0 = SAMPLE_TEXTURE2D(_Hatch0, sampler_Hatch0, uv).rgb; half3 h1 = SAMPLE_TEXTURE2D(_Hatch1, sampler_Hatch1, uv).rgb; // 把亮度映射到 0..6:0 = 纸白,k = 第 k 级笔触 half level = (1.0h - intensity) * 6.0h; // 帐篷形权重:离 level 最近的两级各分一部分,总和恒为 1 half3 w0 = saturate(1.0h - abs(level - half3(1, 2, 3))); half3 w1 = saturate(1.0h - abs(level - half3(4, 5, 6))); half wWhite = saturate(1.0h - level); return wWhite + dot(h0, w0) + dot(h1, w1); } half4 frag(NprVaryings i) : SV_Target { float3 N = normalize(i.normalWS); NprLight L = GetNprLight(i.positionWS, N); // 只关心“明暗”,不关心光的颜色:先算一个标量亮度 half light = saturate(L.ndotl) * L.shadow * Luminance(L.color); half intensity = saturate((light * (1.0h - _Ambient) + _Ambient) * _Exposure); // 两种 UV:物体 UV(笔触贴在表面上)/ 屏幕 UV(笔触固定在画面上,每 _ScreenTileSize 像素重复一次) float2 screenUV = i.positionCS.xy / _ScreenTileSize; float2 uv = lerp(i.uv * _HatchScale, screenUV, _ScreenSpace); half h = Hatch(uv, intensity); half3 paper = _PaperColor.rgb * lerp(1.0h, _BaseColor.rgb, _Tint); half3 col = lerp(_InkColor.rgb, paper, h); return half4(col, 1); } ENDHLSL } Pass { Name "Outline" Tags { "LightMode"="SRPDefaultUnlit" } Cull Front HLSLPROGRAM #pragma vertex vert #pragma fragment frag struct A { float4 positionOS : POSITION; float3 normalOS : NORMAL; }; float4 vert(A v) : SV_POSITION { float4 positionCS = TransformObjectToHClip(v.positionOS.xyz); float3 normalCS = mul((float3x3)UNITY_MATRIX_VP, TransformObjectToWorldNormal(v.normalOS)); float2 offset = normalize(normalCS.xy) * _OutlineWidth * positionCS.w; offset.x *= _ScreenParams.y / _ScreenParams.x; positionCS.xy += offset; return positionCS; } half4 frag() : SV_Target { return _InkColor; } ENDHLSL } Pass { Name "ShadowCaster" Tags { "LightMode"="ShadowCaster" } ZWrite On ZTest LEqual ColorMask 0 HLSLPROGRAM #pragma vertex NprShadowVert #pragma fragment NprNullFrag #pragma multi_compile_vertex _ _CASTING_PUNCTUAL_LIGHT_SHADOW #include "Assets/Cookbook/Ch15/NPRCommon.hlsl" ENDHLSL } Pass { Name "DepthOnly" Tags { "LightMode"="DepthOnly" } ZWrite On ColorMask R HLSLPROGRAM #pragma vertex NprDepthVert #pragma fragment NprNullFrag #include "Assets/Cookbook/Ch15/NPRCommon.hlsl" ENDHLSL } } }
// 素描排线(Hatching):按受光强度在 6 级笔触贴图(TAM)之间混合。(GLSL 版,对应 Ch15/Hatching.shader) // 两张 RGB 贴图共 6 个通道,一次采样拿到 3 级,2 次采样完成全部混合。 Shader "Cookbook/Ch15/Hatching" { SubShader { Tags { "RenderType"="Opaque" "RenderPipeline"="UniversalPipeline" "Queue"="Geometry" } GLSLINCLUDE uniform float _HatchScale, _ScreenSpace, _ScreenTileSize; uniform vec4 _InkColor, _PaperColor, _BaseColor; uniform float _Tint, _Ambient, _Exposure; uniform float _OutlineWidth; ENDGLSL Pass { Name "ForwardLit" Tags { "LightMode"="UniversalForwardOnly" } GLSLPROGRAM #define NPR_VARYINGS #include "Ch15/NPRCommon.glsl" uniform sampler2D _Hatch0; uniform sampler2D _Hatch1; #ifdef VERTEX void main() { NprVert(); } #endif #ifdef FRAGMENT // intensity:1 = 最亮(纸白),0 = 最暗(第 6 级) float Hatch(vec2 huv, float intensity) { vec3 h0 = texture(_Hatch0, huv).rgb; vec3 h1 = texture(_Hatch1, huv).rgb; // 把亮度映射到 0..6:0 = 纸白,k = 第 k 级笔触 float level = (1.0 - intensity) * 6.0; // 帐篷形权重:离 level 最近的两级各分一部分,总和恒为 1 vec3 w0 = saturate(1.0 - abs(level - vec3(1, 2, 3))); vec3 w1 = saturate(1.0 - abs(level - vec3(4, 5, 6))); float wWhite = saturate(1.0 - level); return wWhite + dot(h0, w0) + dot(h1, w1); } vec4 frag() { vec3 N = normalize(normalWS); NprLight L = GetNprLight(positionWS, N); // 只关心“明暗”,不关心光的颜色:先算一个标量亮度 float light = saturate(L.ndotl) * L.shadow * Luminance(L.color); float intensity = saturate((light * (1.0 - _Ambient) + _Ambient) * _Exposure); // 两种 UV:物体 UV(笔触贴在表面上)/ 屏幕 UV(笔触固定在画面上,每 _ScreenTileSize 像素重复一次) vec2 screenUV = gl_FragCoord.xy / _ScreenTileSize; vec2 huv = mix(uv * _HatchScale, screenUV, _ScreenSpace); float h = Hatch(huv, intensity); vec3 paper = _PaperColor.rgb * mix(vec3(1.0), _BaseColor.rgb, _Tint); vec3 col = mix(_InkColor.rgb, paper, h); return vec4(col, 1.0); } void main() { fragColor = frag(); } #endif ENDGLSL } Pass { Name "Outline" Tags { "LightMode"="SRPDefaultUnlit" } Cull Front GLSLPROGRAM #ifdef VERTEX void main() { vec4 positionCS = TransformObjectToHClip(positionOS.xyz); vec3 normalCS = mat3(UNITY_MATRIX_VP) * TransformObjectToWorldNormal(normalOS); vec2 offset = normalize(normalCS.xy) * _OutlineWidth * positionCS.w; offset.x *= _ScreenParams.y / _ScreenParams.x; positionCS.xy += offset; gl_Position = positionCS; } #endif #ifdef FRAGMENT void main() { fragColor = _InkColor; } #endif ENDGLSL } Pass { Name "ShadowCaster" Tags { "LightMode"="ShadowCaster" } ZWrite On ZTest LEqual ColorMask 0 GLSLPROGRAM #define NPR_SHADOW_PASS #include "Ch15/NPRCommon.glsl" ENDGLSL } Pass { Name "DepthOnly" Tags { "LightMode"="DepthOnly" } ZWrite On ColorMask R GLSLPROGRAM #define NPR_DEPTH_PASS #include "Ch15/NPRCommon.glsl" ENDGLSL } } }
关键代码讲解:先看混合函数。w0、w1 各是一个 half3,正好和两张贴图的 RGB 对应,用 dot 一次算完三级的加权和:
Assets/Cookbook/Ch15/Hatching.shader(节选:hatch)
// intensity:1 = 最亮(纸白),0 = 最暗(第 6 级) half Hatch(float2 uv, half intensity) { half3 h0 = SAMPLE_TEXTURE2D(_Hatch0, sampler_Hatch0, uv).rgb; half3 h1 = SAMPLE_TEXTURE2D(_Hatch1, sampler_Hatch1, uv).rgb; // 把亮度映射到 0..6:0 = 纸白,k = 第 k 级笔触 half level = (1.0h - intensity) * 6.0h; // 帐篷形权重:离 level 最近的两级各分一部分,总和恒为 1 half3 w0 = saturate(1.0h - abs(level - half3(1, 2, 3))); half3 w1 = saturate(1.0h - abs(level - half3(4, 5, 6))); half wWhite = saturate(1.0h - level); return wWhite + dot(h0, w0) + dot(h1, w1); }
// intensity:1 = 最亮(纸白),0 = 最暗(第 6 级) float Hatch(vec2 huv, float intensity) { vec3 h0 = texture(_Hatch0, huv).rgb; vec3 h1 = texture(_Hatch1, huv).rgb; // 把亮度映射到 0..6:0 = 纸白,k = 第 k 级笔触 float level = (1.0 - intensity) * 6.0; // 帐篷形权重:离 level 最近的两级各分一部分,总和恒为 1 vec3 w0 = saturate(1.0 - abs(level - vec3(1, 2, 3))); vec3 w1 = saturate(1.0 - abs(level - vec3(4, 5, 6))); float wWhite = saturate(1.0 - level); return wWhite + dot(h0, w0) + dot(h1, w1); }
再看片元函数。这里只需要“明暗”,光的颜色被 Luminance 压成标量;_Ambient 给最暗处留一点底,否则阴影里会是一片纯黑的第 6 级:
Assets/Cookbook/Ch15/Hatching.shader(节选:frag)
half4 frag(NprVaryings i) : SV_Target { float3 N = normalize(i.normalWS); NprLight L = GetNprLight(i.positionWS, N); // 只关心“明暗”,不关心光的颜色:先算一个标量亮度 half light = saturate(L.ndotl) * L.shadow * Luminance(L.color); half intensity = saturate((light * (1.0h - _Ambient) + _Ambient) * _Exposure); // 两种 UV:物体 UV(笔触贴在表面上)/ 屏幕 UV(笔触固定在画面上,每 _ScreenTileSize 像素重复一次) float2 screenUV = i.positionCS.xy / _ScreenTileSize; float2 uv = lerp(i.uv * _HatchScale, screenUV, _ScreenSpace); half h = Hatch(uv, intensity); half3 paper = _PaperColor.rgb * lerp(1.0h, _BaseColor.rgb, _Tint); half3 col = lerp(_InkColor.rgb, paper, h); return half4(col, 1); }
vec4 frag() { vec3 N = normalize(normalWS); NprLight L = GetNprLight(positionWS, N); // 只关心“明暗”,不关心光的颜色:先算一个标量亮度 float light = saturate(L.ndotl) * L.shadow * Luminance(L.color); float intensity = saturate((light * (1.0 - _Ambient) + _Ambient) * _Exposure); // 两种 UV:物体 UV(笔触贴在表面上)/ 屏幕 UV(笔触固定在画面上,每 _ScreenTileSize 像素重复一次) vec2 screenUV = gl_FragCoord.xy / _ScreenTileSize; vec2 huv = mix(uv * _HatchScale, screenUV, _ScreenSpace); float h = Hatch(huv, intensity); vec3 paper = _PaperColor.rgb * mix(vec3(1.0), _BaseColor.rgb, _Tint); vec3 col = mix(_InkColor.rgb, paper, h); return vec4(col, 1.0); }
屏幕空间模式直接用 SV_POSITION.xy——在片元着色器里它就是以像素为单位的屏幕坐标——除以 _ScreenTileSize,笔触贴图每 160 像素重复一次,大小与物体远近无关。上色模式不改笔触,只把纸面颜色乘上物体本色,墨色换成深蓝紫,就有了彩铅的感觉。

对比左、中两图:UV 空间的笔触能“描述形体”,纽结的管身、球的经线都被排线勾勒出来,但球的两极和方块各面的 UV 拼接处能看出接缝;屏幕空间的笔触没有接缝,阴影在地面上的表现也更自然,但物体一动,笔触就像印在玻璃上一样不跟随(静态图看不出来,运行时非常明显)。
常见坑① 笔触的粗细会随距离变化:UV 空间的笔触远处变细变密、经过 mip 后变成灰色,近处又变得很粗。原论文的解决办法是根据屏幕上的纹素密度在两套缩放的 TAM 之间再混合一次(类似 mip 的思路),这里留作练习。② 极端拉伸的 UV(比如图中纽结的 U 方向重复了 8 次)会让笔触严重变形,必要时改用三平面映射(Triplanar,见第 20 章)在物体空间投影笔触。③ TAM 一定要开 mipmap 和各向异性过滤,否则掠射角的地面会出现明显的摩尔纹。
深入严格说,“6 级、两两混合”在每个像素上只用到了两张贴图,但我们采样了全部六级(两张 RGBA 贴图)。在移动端如果带宽紧张,可以先算出 L 落在哪两级,再只采样那两级——但那需要把 6 级拆成 6 张单通道贴图或贴图数组,采样次数虽少了,却引入了依赖分支。两次 RGB 采样在大多数平台上已经足够便宜。