February 19, 2023

Unity Shader 学习 Texture Repetition

Unity Shader 学习 Texture Repetition

目的

为了解决三向和双向的重复问题

iquilezles
  • 消除纹理重复感的两种方法
  • UE4 Shader 简单的消除纹理重复�?/a>
  • Coding

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    Shader "Unlit/Biplanar_Texture_Repetition"
    {
    Properties
    {
    _MainTex ("Texture", 2D) = "white" {}
    _NoramlTex ("Noraml Texture", 2D) = "white" {}
    _shapek ("shapek", Range(0,20)) = 1
    _BlendRatio ("BlendRatio",Float ) = 1
    _TriplanarBlendSharpness("Blend Sharpness", float)=1
    }
    SubShader
    {
    Tags { "RenderType"="Opaque" }


    Pass
    {
    CGPROGRAM
    #pragma vertex vert
    #pragma fragment frag
    // make fog work
    #pragma multi_compile_fog

    #include "UnityCG.cginc"

    struct appdata
    {
    float4 vertex : POSITION;
    float2 uv : TEXCOORD0;
    float4 normal : NORMAL;
    float4 tangent : TANGENT;
    };

    struct v2f
    {
    float4 pos : SV_POSITION;
    float2 uv : TEXCOORD0;
    float4 posWS : TEXCOORD1;
    float3 nDirWS : TEXCOORD2;
    float3 tDirWS : TEXCOORD3; // 世界空间切线方向
    float3 bDirWS : TEXCOORD4;
    };
    Texture2D _MainTex;
    SamplerState sampler_MainTex;
    float4 _MainTex_ST;
    Texture2D _NoramlTex;
    //sampler2D _MainTex;float4 _MainTex_ST;
    //sampler2D _NoramlTex;
    float _shapek;
    float _BlendRatio;
    float _TriplanarBlendSharpness;

    v2f vert (appdata v)
    {
    v2f o;
    o.pos = UnityObjectToClipPos( v.vertex );
    o.uv = TRANSFORM_TEX(v.uv, _MainTex);
    o.posWS = mul(unity_ObjectToWorld, v.vertex);
    o.nDirWS = UnityObjectToWorldNormal(v.normal); // 法线方向 OS>WS
    o.tDirWS = normalize(mul(unity_ObjectToWorld, float4(v.tangent.xyz, 0.0)).xyz); // 切线方向 OS>WS
    o.bDirWS = normalize(cross(o.nDirWS, o.tDirWS) * v.tangent.w);
    return o;
    }
    //哈希算法
    float4 hash4(float2 p)
    {
    float t1 = 1.0 + dot(p, float2(37.0, 17.0));
    float t2 = 2.0 + dot(p, float2(11.0, 47.0));
    float t3 = 3.0 + dot(p, float2(41.0, 29.0));
    float t4 = 4.0 + dot(p, float2(23.0, 31.0));
    return frac(sin(float4(t1, t2, t3, t4)) * 103.0);
    }
    // 清除纹理本体
    float4 texNoTileTech(Texture2D baseTex, SamplerState baseTexSampler, float2 uv, float2 blendRatio)
    {
    // 获取整数部分,即哪个tile
    float2 iuv = floor(uv);
    // 获取小数部分,确认采样点在单个tile中的位置
    float2 fuv = frac(uv);

    // 产生四次不同的变�?/span>
    float4 ofa = hash4(iuv + float2(0.0, 0.0));
    float4 ofb = hash4(iuv + float2(1.0, 0.0));
    float4 ofc = hash4(iuv + float2(0.0, 1.0));
    float4 ofd = hash4(iuv + float2(1.0, 1.0));

    // 计算ddx,ddy避免UV跳跃
    float2 dx = ddx(uv);
    float2 dy = ddy(uv);

    // 镜像处理
    ofa.zw = sign(ofa.zw - 0.5);
    ofb.zw = sign(ofb.zw - 0.5);
    ofc.zw = sign(ofc.zw - 0.5);
    ofd.zw = sign(ofd.zw - 0.5);

    float2 uva = uv * ofa.zw + ofa.xy, dxa = dx * ofa.zw, dya = dy * ofa.zw;
    float2 uvb = uv * ofb.zw + ofb.xy, dxb = dx * ofb.zw, dyb = dy * ofb.zw;
    float2 uvc = uv * ofc.zw + ofc.xy, dxc = dx * ofc.zw, dyc = dy * ofc.zw;
    float2 uvd = uv * ofd.zw + ofd.xy, dxd = dx * ofd.zw, dyd = dy * ofd.zw;

    // 采样和混�?/span>
    float2 b = smoothstep(blendRatio, 1.0 - blendRatio, fuv);

    float4 sampler1 = baseTex.SampleGrad(baseTexSampler, uva, dxa, dya);
    float4 sampler2 = baseTex.SampleGrad(baseTexSampler, uvb, dxb, dyb);
    float4 sampler3 = baseTex.SampleGrad(baseTexSampler, uvc, dxc, dyc);
    float4 sampler4 = baseTex.SampleGrad(baseTexSampler, uvd, dxd, dyd);

    return lerp(lerp(sampler1, sampler2, b.x), lerp(sampler3, sampler4, b.x), b.y);
    //return float4(uva,0,0);
    }
    fixed4 frag (v2f i) : SV_Target
    {
    //数据构建
    float3 p = i.posWS;
    float3 dpdx = ddx(p);
    float3 dpdy = ddy(p);
    float3 n = abs(i.nDirWS);
    uint3 ma = (n.x>n.y&&n.x>n.z) ? uint3(0,1,2):
    (n.y>n.z) ? uint3(1,2,0):
    uint3(2,0,1);

    uint3 mi = (n.x<n.y&&n.x<n.z) ? uint3(0,1,2):
    (n.y<n.z) ? uint3(1,2,0):
    uint3(2,0,1);
    uint3 me = uint3(3,3,3)-mi-ma;

    float2 w = float2(n[ma.x],n[me.x]);
    w = saturate((w-0.5)/(1-0.5));
    float k = _shapek/8.0;
    w = pow(w,_TriplanarBlendSharpness);
    w=pow(w,float2(k,k));
    // sample the texture
    float4 x = _MainTex.SampleGrad(sampler_MainTex,float2(p[ma.y],p[ma.z]),float2(dpdx[ma.y],dpdx[ma.z]),float2(dpdy[ma.y],dpdy[ma.z]));
    float4 y = _MainTex.SampleGrad(sampler_MainTex,float2(p[me.y],p[me.z]),float2(dpdx[me.y],dpdx[me.z]),float2(dpdy[me.y],dpdy[me.z]));
    //fixed4 col = tex2D(_MainTex, i.uv);
    //_MainTex.Sample(sampler_MainTex, i.uv);
    // apply fog

    fixed4 cx = texNoTileTech(_MainTex,sampler_MainTex,float2(p[ma.y],p[ma.z]),_BlendRatio);
    fixed4 cy = texNoTileTech(_MainTex,sampler_MainTex,float2(p[me.y],p[me.z]),_BlendRatio);
    float4 col = (cx*w.x+cy*w.y)/(w.x+w.y);
    //float4 col = (x*w.x+y*w.y)/(w.x+w.y);

    //ramp world y
    //NORMAL

    fixed4 Nx = texNoTileTech(_NoramlTex,sampler_MainTex,float2(p[ma.y],p[ma.z]),_BlendRatio);
    fixed4 Ny = texNoTileTech(_NoramlTex,sampler_MainTex,float2(p[me.y],p[me.z]),_BlendRatio);
    //float4 Nx = tex2Dgrad(_NoramlTex,float2(p[ma.y],p[ma.z]),float2(dpdx[ma.y],dpdx[ma.z]),float2(dpdy[ma.y],dpdy[ma.z]));
    //float4 Ny = tex2Dgrad(_NoramlTex,float2(p[me.y],p[me.z]),float2(dpdx[me.y],dpdx[me.z]),float2(dpdy[me.y],dpdy[me.z]));
    float3 n1 = UnpackNormal(Nx);
    float3 n2 = UnpackNormal(Ny);

    float3 nW;
    float3 n1W = float3(n1.y+i.nDirWS[ma.z],n1.x+i.nDirWS[ma.y],abs(n1.z)*i.nDirWS[ma.x]);
    float3 n2W = float3(n2.y+i.nDirWS[me.z],n2.x+i.nDirWS[me.y],abs(n2.z)*i.nDirWS[me.x]);

    n1W = float3(n1W[ma.z],n1W[ma.y],n1W[ma.x]);
    n2W = float3(n2W[me.z],n2W[me.y],n2W[me.x]);
    //nW = normalize(n1*w.x+n2*w.y);
    nW = normalize(n1W*w.x+n2W*w.y);
    float3 normalT = mul(nW,float3x3(i.tDirWS,i.bDirWS,i.nDirWS));
    half3 lDirWS = _WorldSpaceLightPos0.xyz;

    half ndotl = dot(nW, lDirWS);


    return fixed4(col.rgb*ndotl,1);

    }
    ENDCG
    }
    }
    }

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    本文作�?Master Gong Sheng, 许可�?CC BY-NC 4.0.