URP 渲染实战 / 第 15 章 更多风格化(NPR) / 案例 15.4
案例 15.4水彩与纸张感进阶
目标:在不做后处理的前提下,让物体看起来像是用水彩一层层罩染在纸上的。
原理:水彩的视觉特征可以拆成几条,每一条都能对应到一个简单的数学操作:
- 颜料是透明的。水彩不像油画那样遮盖底色,而是像有色玻璃一样让光穿过、被吸收一部分、再从白纸上反射回来。颜料越浓,吸收越多。严格的模型是 Kubelka-Munk 理论,我们用它的一个粗略近似——Beer–Lambert 吸收定律:把颜料色当成“单位浓度的透射率”,浓度为 d 时透射率是它的 d 次方。
- 色阶是一层层罩染出来的,边界不规则。用噪声扰动明暗值,再分层量化,就有了“晕开”的形状。
- 边缘颜料堆积。水彩干燥时颜料被水流带到湿区边缘,形成深色的“水边线”(Edge Darkening);物体轮廓处同样会堆积颜料。
- 颗粒沉淀。颜料颗粒沉在纸纹的凹处,让平涂区域呈现细小的颗粒感(Granulation)。
这个公式有个很好的性质:d = 0 时输出就是纸色,d 增大时颜色向颜料色、再向更深更饱和的颜色变化,永远不会出现“发灰”的情况——而用 lerp(paper, pigment, d) 做混合,深色区会直接走向颜料色本身而无法更深。叠两层浓度为 d 的颜料等于一层 2d,这也和真实罩染一致。
完整代码:
Assets/Cookbook/Ch15/Watercolor.shader
// 水彩感:颜料按“透射率^浓度”叠在纸上(Beer–Lambert 式减色), // 用噪声扰动色阶边界模拟水渍晕开,边界和轮廓处颜料堆积变深,纸纹让颜料沉淀出颗粒感。 Shader "Cookbook/Ch15/Watercolor" { Properties { _BaseColor ("Pigment Color", Color) = (0.85, 0.35, 0.3, 1) _ShadowPigment ("Shadow Pigment", Color) = (0.35, 0.35, 0.75, 1) [NoScaleOffset] _NoiseTex ("Noise (fBm)", 2D) = "gray" {} _PaperColor ("Paper Color", Color) = (0.97, 0.95, 0.9, 1) _PaperScale ("Paper Grain Scale", Float) = 3 _Bands ("Wash Bands", Range(1, 5)) = 3 _Wobble ("Edge Wobble", Range(0, 0.5)) = 0.18 _Density ("Pigment Density", Range(0, 3)) = 1.1 _EdgeDarken ("Edge Darkening", Range(0, 2)) = 0.8 _Granulation ("Granulation", Range(0, 1)) = 0.5 } SubShader { Tags { "RenderType"="Opaque" "RenderPipeline"="UniversalPipeline" "Queue"="Geometry" } HLSLINCLUDE #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" CBUFFER_START(UnityPerMaterial) half4 _BaseColor, _ShadowPigment, _PaperColor; float _PaperScale; half _Bands, _Wobble, _Density, _EdgeDarken, _Granulation; 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(_NoiseTex); SAMPLER(sampler_NoiseTex); half4 frag(NprVaryings i) : SV_Target { float3 N = normalize(i.normalWS); float3 V = GetWorldSpaceNormalizeViewDir(i.positionWS); NprLight L = GetNprLight(i.positionWS, N); // 纸纹和水渍噪声都固定在画面上(纸不会跟着物体动) float2 suv = GetNormalizedScreenSpaceUV(i.positionCS) * float2(_ScreenParams.x / _ScreenParams.y, 1); half wash = SAMPLE_TEXTURE2D(_NoiseTex, sampler_NoiseTex, suv * 1.3).r - 0.5h; // 低频:晕染 half grain = SAMPLE_TEXTURE2D(_NoiseTex, sampler_NoiseTex, suv * _PaperScale * 8).r; // 高频:纸纹 // 1) 受光 + 噪声扰动,再分成几层“罩染” half light = saturate(L.ndotl) * L.shadow + wash * _Wobble; half f = saturate(light) * _Bands; half fr = frac(f); half tone = (floor(f) + smoothstep(0.35h, 0.65h, fr)) / _Bands; // 0 = 最暗,1 = 最亮 // 2) 色阶交界处颜料干后堆积(“水边线”) half edge = exp(-pow((fr - 0.5h) / 0.12h, 2)) * step(0.02h, f) * step(f, _Bands - 0.02h); // 3) 轮廓处的颜料堆积:N·V 越小越靠近轮廓,加噪声让边缘不规则 half rim = smoothstep(0.55h, 0.95h, 1.0h - saturate(dot(N, V)) + wash * 0.4h); // 4) 浓度:暗处颜料多,再叠加边缘堆积和纸纹沉淀 half density = _Density * lerp(0.25h, 1.0h, 1.0h - tone); density += (edge * 0.6h + rim) * _EdgeDarken; density *= lerp(1.0h, 0.6h + 0.8h * grain, _Granulation); // 5) 暗部换一种偏冷的颜料,然后按 Beer–Lambert:透射率 = 颜料色^浓度 half3 pigment = lerp(_BaseColor.rgb, _BaseColor.rgb * _ShadowPigment.rgb * 1.6h, saturate(1.0h - tone) * 0.7h); half3 paper = _PaperColor.rgb * (0.94h + 0.06h * grain); half3 col = paper * pow(saturate(pigment), max(density, 0.0h)); return half4(col, 1); } 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 } } }
// 水彩感:颜料按“透射率^浓度”叠在纸上(Beer–Lambert 式减色),(GLSL 版,对应 Ch15/Watercolor.shader) // 用噪声扰动色阶边界模拟水渍晕开,边界和轮廓处颜料堆积变深,纸纹让颜料沉淀出颗粒感。 Shader "Cookbook/Ch15/Watercolor" { SubShader { Tags { "RenderType"="Opaque" "RenderPipeline"="UniversalPipeline" "Queue"="Geometry" } GLSLINCLUDE uniform vec4 _BaseColor, _ShadowPigment, _PaperColor; uniform float _PaperScale; uniform float _Bands, _Wobble, _Density, _EdgeDarken, _Granulation; ENDGLSL Pass { Name "ForwardLit" Tags { "LightMode"="UniversalForwardOnly" } GLSLPROGRAM #define NPR_VARYINGS #include "Ch15/NPRCommon.glsl" uniform sampler2D _NoiseTex; #ifdef VERTEX void main() { NprVert(); } #endif #ifdef FRAGMENT vec4 frag() { vec3 N = normalize(normalWS); vec3 V = GetWorldSpaceNormalizeViewDir(positionWS); NprLight L = GetNprLight(positionWS, N); // 纸纹和水渍噪声都固定在画面上(纸不会跟着物体动) vec2 suv = GetNormalizedScreenSpaceUV(gl_FragCoord) * vec2(_ScreenParams.x / _ScreenParams.y, 1.0); float wash = texture(_NoiseTex, suv * 1.3).r - 0.5; // 低频:晕染 float grain = texture(_NoiseTex, suv * _PaperScale * 8.0).r; // 高频:纸纹 // 1) 受光 + 噪声扰动,再分成几层“罩染” float light = saturate(L.ndotl) * L.shadow + wash * _Wobble; float f = saturate(light) * _Bands; float fr = fract(f); float tone = (floor(f) + smoothstep(0.35, 0.65, fr)) / _Bands; // 0 = 最暗,1 = 最亮 // 2) 色阶交界处颜料干后堆积(“水边线”) float edge = exp(-pow((fr - 0.5) / 0.12, 2.0)) * step(0.02, f) * step(f, _Bands - 0.02); // 3) 轮廓处的颜料堆积:N·V 越小越靠近轮廓,加噪声让边缘不规则 float rim = smoothstep(0.55, 0.95, 1.0 - saturate(dot(N, V)) + wash * 0.4); // 4) 浓度:暗处颜料多,再叠加边缘堆积和纸纹沉淀 float density = _Density * mix(0.25, 1.0, 1.0 - tone); density += (edge * 0.6 + rim) * _EdgeDarken; density *= mix(1.0, 0.6 + 0.8 * grain, _Granulation); // 5) 暗部换一种偏冷的颜料,然后按 Beer–Lambert:透射率 = 颜料色^浓度 vec3 pigment = mix(_BaseColor.rgb, _BaseColor.rgb * _ShadowPigment.rgb * 1.6, saturate(1.0 - tone) * 0.7); vec3 paper = _PaperColor.rgb * (0.94 + 0.06 * grain); vec3 col = paper * pow(saturate(pigment), vec3(max(density, 0.0))); return vec4(col, 1.0); } void main() { fragColor = frag(); } #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:
Assets/Cookbook/Ch15/Watercolor.shader(节选:frag)
half4 frag(NprVaryings i) : SV_Target { float3 N = normalize(i.normalWS); float3 V = GetWorldSpaceNormalizeViewDir(i.positionWS); NprLight L = GetNprLight(i.positionWS, N); // 纸纹和水渍噪声都固定在画面上(纸不会跟着物体动) float2 suv = GetNormalizedScreenSpaceUV(i.positionCS) * float2(_ScreenParams.x / _ScreenParams.y, 1); half wash = SAMPLE_TEXTURE2D(_NoiseTex, sampler_NoiseTex, suv * 1.3).r - 0.5h; // 低频:晕染 half grain = SAMPLE_TEXTURE2D(_NoiseTex, sampler_NoiseTex, suv * _PaperScale * 8).r; // 高频:纸纹 // 1) 受光 + 噪声扰动,再分成几层“罩染” half light = saturate(L.ndotl) * L.shadow + wash * _Wobble; half f = saturate(light) * _Bands; half fr = frac(f); half tone = (floor(f) + smoothstep(0.35h, 0.65h, fr)) / _Bands; // 0 = 最暗,1 = 最亮 // 2) 色阶交界处颜料干后堆积(“水边线”) half edge = exp(-pow((fr - 0.5h) / 0.12h, 2)) * step(0.02h, f) * step(f, _Bands - 0.02h); // 3) 轮廓处的颜料堆积:N·V 越小越靠近轮廓,加噪声让边缘不规则 half rim = smoothstep(0.55h, 0.95h, 1.0h - saturate(dot(N, V)) + wash * 0.4h); // 4) 浓度:暗处颜料多,再叠加边缘堆积和纸纹沉淀 half density = _Density * lerp(0.25h, 1.0h, 1.0h - tone); density += (edge * 0.6h + rim) * _EdgeDarken; density *= lerp(1.0h, 0.6h + 0.8h * grain, _Granulation); // 5) 暗部换一种偏冷的颜料,然后按 Beer–Lambert:透射率 = 颜料色^浓度 half3 pigment = lerp(_BaseColor.rgb, _BaseColor.rgb * _ShadowPigment.rgb * 1.6h, saturate(1.0h - tone) * 0.7h); half3 paper = _PaperColor.rgb * (0.94h + 0.06h * grain); half3 col = paper * pow(saturate(pigment), max(density, 0.0h)); return half4(col, 1); }
vec4 frag() { vec3 N = normalize(normalWS); vec3 V = GetWorldSpaceNormalizeViewDir(positionWS); NprLight L = GetNprLight(positionWS, N); // 纸纹和水渍噪声都固定在画面上(纸不会跟着物体动) vec2 suv = GetNormalizedScreenSpaceUV(gl_FragCoord) * vec2(_ScreenParams.x / _ScreenParams.y, 1.0); float wash = texture(_NoiseTex, suv * 1.3).r - 0.5; // 低频:晕染 float grain = texture(_NoiseTex, suv * _PaperScale * 8.0).r; // 高频:纸纹 // 1) 受光 + 噪声扰动,再分成几层“罩染” float light = saturate(L.ndotl) * L.shadow + wash * _Wobble; float f = saturate(light) * _Bands; float fr = fract(f); float tone = (floor(f) + smoothstep(0.35, 0.65, fr)) / _Bands; // 0 = 最暗,1 = 最亮 // 2) 色阶交界处颜料干后堆积(“水边线”) float edge = exp(-pow((fr - 0.5) / 0.12, 2.0)) * step(0.02, f) * step(f, _Bands - 0.02); // 3) 轮廓处的颜料堆积:N·V 越小越靠近轮廓,加噪声让边缘不规则 float rim = smoothstep(0.55, 0.95, 1.0 - saturate(dot(N, V)) + wash * 0.4); // 4) 浓度:暗处颜料多,再叠加边缘堆积和纸纹沉淀 float density = _Density * mix(0.25, 1.0, 1.0 - tone); density += (edge * 0.6 + rim) * _EdgeDarken; density *= mix(1.0, 0.6 + 0.8 * grain, _Granulation); // 5) 暗部换一种偏冷的颜料,然后按 Beer–Lambert:透射率 = 颜料色^浓度 vec3 pigment = mix(_BaseColor.rgb, _BaseColor.rgb * _ShadowPigment.rgb * 1.6, saturate(1.0 - tone) * 0.7); vec3 paper = _PaperColor.rgb * (0.94 + 0.06 * grain); vec3 col = paper * pow(saturate(pigment), vec3(max(density, 0.0))); return vec4(col, 1.0); }
- 两组噪声都来自同一张
noise_fbm,用屏幕坐标采样:低频(×1.3)的wash扰动明暗,制造晕染;高频的grain是纸纹。屏幕 UV 乘上宽高比,噪声在横向不会被拉伸。 - 色阶用
floor(f) + smoothstep(0.35, 0.65, frac(f))计算:每一层内部大部分是平的,只在中间 30% 的区间里过渡,比硬阶梯柔和、又比连续渐变“有层次”。 - 水边线
edge是以色阶交界(frac = 0.5)为中心的高斯形尖峰,宽度由 0.12 控制;两个step防止在最亮、最暗两端也画出边线。 - 轮廓堆积用 1 − N·V 再加噪声,所以轮廓的深色边是“不规则”的,不会像描边那样整齐。
- 浓度按明暗分配后,再乘上纸纹调制的颗粒因子,最后进入 Beer–Lambert 公式。暗部还额外把颜料色往
_ShadowPigment(偏蓝紫)靠,这是水彩画家常用的“冷色画阴影”的习惯,和 Gooch 的思路如出一辙。

深入真正高质量的实时水彩(例如学术界的 MNPR 框架)大多在屏幕空间完成:先渲染出颜色、深度、法线等缓冲,再在后处理里做颜料扩散(Bleeding)、边缘检测加深、纸张高度图引起的颜料流动等。逐物体的 Shader 做不到“颜色渗到隔壁物体上”,这是它的天花板。本例的价值在于:所有计算都在一个 Pass 里完成,可以只用于部分物体,在移动端也负担得起。
提示纸纹放在屏幕空间,所以镜头移动时纸纹是静止的——这恰好符合“画在纸上”的直觉。但晕染噪声
wash 也在屏幕空间,物体移动时色阶边界会“流动”。如果不喜欢,可以把 wash 换成物体空间(或世界空间)坐标采样,代价是不同物体的晕染图案会有接缝感。