源码 / shaders/Ch15/Watercolor.glsl
shaders/Ch15/Watercolor.glsl
// 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 } } }