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URPShaderCodeSample

Unity URP Shader 代码示例使用 Unity 2020.3.18f1c1 以及 Universal RP 10.6.0 编写和测试

简介

自学过程中发现大量的资料要么是代码段,要么是Unity 的build-in shader的实现,而URP自带的shader被封装的太深,keywords又太多不方便学习。我想要一些简单纯粹的URP自定义Shader的实现,所以我为了方便学习和作为其他URP Shader编写的参考,写了一系列常见shader代码。

​ 因为并不是为了创建自己的shader库或者直接使用而写的所以代码没有优化,而是以方便阅读和学习的方式书写。

​ 小总结:https://www.bilibili.com/video/BV1qP4y1h7CB/

补充:我本来是想 Shader Graph撸一切的,但是后来随着复杂度的提升,我发现 Shader Graph受到的限制越来越多,所以还是不得不学习URP中 Shader的写法

注意:很多复杂的 shader文件,我在顶部和使用处添加了可供参考的注释

内容列表

Base

Texture、Color、Transparent、AlphaTest、Fog、Fresnel、Noise、UVCheck、NormalCheck、TangentCheck、BitangentCheck、VertexColor、VertexAnimation、TextureScrollUV、TextureScreenSpace

Lighting

Ambient、Anisotropic (Hair)、BackLight、Blinn-Phong Lighting、Blinn-Phong Specular、Phong Ligting、Phong Specular、Gouraud Lighting、BumpMap (Normal Map)、Lambert、Half-Lambert、Wrap、Lightmap、LightProbe、ReflectionProbe、Refraction、Minnaert、Oren-Nayer、Multi-Lighting、Shadow、ReceiveShadow、PBR Common、PBR In Unity URP、MatCap、ParallaxMapping、ParallaxMapping (Self-Shadowing)

Effect

Fractal (Mandelbrot)、InteriorMapping (Cubemap)、InteriorMapping (Pre-Projected)

NPR
Cartoon

Cel Shading (Ramp)、Cel Shading (Ramp Specular)、Cel Shading (Ramp Fresnel)、Cel Shading (Procedural)、Tone Based Shading、Outline (Rim)、Outline (Z-Bias)、Outline (Shell Method)、Inner Line (BenCunXian)、Inner Line (Distance Field)、Stylized Highlight (Clear Coat)、Stylized Highlight (Transform)、Stylized Highlight (Texture)、Stylized Highlight (Spread)、Rimlight (Depth Offset)

Edge Detection

Edge Detection Color、Edge Detection Depth、Edge Detection DepthNormal

Tools

Capture Screenshot 、Outline Smooth Normals Tool

参考资料

Unity URP 官方文档 https://docs.unity3d.com/Packages/[email protected]/manual/InstallingAndConfiguringURP.html

自定义URP Shader 官方文档 https://docs.unity3d.com/Packages/[email protected]/manual/writing-custom-shaders-urp.html

内置管线Shader升级到URP详细手册 https://www.jianshu.com/p/3fef69e2efb6

URP 源码梳理 https://zhuanlan.zhihu.com/p/338786562

JD02 常见光照模型总结 https://zhuanlan.zhihu.com/p/163170973

基础光照 https://learnopengl-cn.github.io/02%20Lighting/02%20Basic%20Lighting/

高级光照Blinn-Phone https://learnopengl-cn.github.io/05%20Advanced%20Lighting/01%20Advanced%20Lighting/

光照模型 PBR https://zhuanlan.zhihu.com/p/272553650?utm_source=qq

PBR理论 https://learnopengl-cn.github.io/07%20PBR/01%20Theory/

URP管线PBR源码剖析(上) https://zhuanlan.zhihu.com/p/371395846

由浅入深学习PBR的原理和实现 https://www.cnblogs.com/timlly/p/10631718.html

深入理解 PBR/基于图像照明 (IBL) https://zhuanlan.zhihu.com/p/66518450

从零开始的卡通渲染 https://www.zhihu.com/column/c_1215952152252121088

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