本日はMRTKStandardShaderの調査枠です。
本日はリムライトを調査していきます。
〇リムライトとは?
リムライトとは被写体(3Dオブジェクト)の輪郭を後ろから照らすように当てられた光のことを指します。
例として下の地球の画像では地球の輪郭に沿って右側の縁が照らされています。

MRTKStandardShaderでは[Rim Light]のチェックボックスを有効化することで使用することが可能です。


MRTKStandardShaderのリムライトには[Color]、[Power]の二つの値があります。

[Color]は名のごとくリムライトの色を指します。
[Power]は0~8の値域がありますが、Powerの値が大きければ大きいほどはっきりとしたリムライトになります。

逆に値が小さいとオブジェクトの淵ではなく全体が光に照らされます。

〇Shader
〇Properties
Properties
{
// Main maps.
_Color("Color", Color) = (1.0, 1.0, 1.0, 1.0)
_MainTex("Albedo", 2D) = "white" {}
...
// Rendering options.
[Toggle(_DIRECTIONAL_LIGHT)] _DirectionalLight("Directional Light", Float) = 1.0
[Toggle(_RIM_LIGHT)] _RimLight("Rim Light", Float) = 0.0
_RimColor("Rim Color", Color) = (0.5, 0.5, 0.5, 1.0)
_RimPower("Rim Power", Range(0.0, 8.0)) = 0.25
}
Propertiesにはリムライトを使用するためのチェックボックスとColor,Powerの二つのパラメータがあります。
[Toggle(_RIM_LIGHT)] _RimLight("Rim Light", Float) = 0.0
_RimColor("Rim Color", Color) = (0.5, 0.5, 0.5, 1.0)
_RimPower("Rim Power", Range(0.0, 8.0)) = 0.25
[Toggle()]の属性はUnityのマテリアルでチェックボックスとして使用できます。右辺が0のためデフォルトでリムライトは使用しない設定になっています。
今回も分量が長くなってしまうので数回に分けていきます。
〇今回作成したShader
Shader "Custom/MRTKStandardRimLight"
{
Properties
{
// Main maps.
_Color("Color", Color) = (1.0, 1.0, 1.0, 1.0)
_MainTex("Albedo", 2D) = "white" {}
[Enum(AlbedoAlphaMode)] _AlbedoAlphaMode("Albedo Alpha Mode", Float) = 0 // "Transparency"
[Toggle] _AlbedoAssignedAtRuntime("Albedo Assigned at Runtime", Float) = 0.0
_Cutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5
_Metallic("Metallic", Range(0.0, 1.0)) = 0.0
_Smoothness("Smoothness", Range(0.0, 1.0)) = 0.5
[Toggle(_CHANNEL_MAP)] _EnableChannelMap("Enable Channel Map", Float) = 0.0
[NoScaleOffset] _ChannelMap("Channel Map", 2D) = "white" {}
[Toggle(_NORMAL_MAP)] _EnableNormalMap("Enable Normal Map", Float) = 0.0
[NoScaleOffset] _NormalMap("Normal Map", 2D) = "bump" {}
_NormalMapScale("Scale", Float) = 1.0
[Toggle(_EMISSION)] _EnableEmission("Enable Emission", Float) = 0.0
[HDR]_EmissiveColor("Emissive Color", Color) = (0.0, 0.0, 0.0, 1.0)
// Rendering options.
[Toggle(_DIRECTIONAL_LIGHT)] _DirectionalLight("Directional Light", Float) = 1.0
[Toggle(_RIM_LIGHT)] _RimLight("Rim Light", Float) = 0.0
_RimColor("Rim Color", Color) = (0.5, 0.5, 0.5, 1.0)
_RimPower("Rim Power", Range(0.0, 8.0)) = 0.25
}
SubShader
{
Pass
{
Name "Main"
Tags{ "RenderType" = "Opaque" "LightMode" = "ForwardBase" }
LOD 100
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma shader_feature _NORMAL_MAP
#pragma shader_feature _EMISSION
#pragma shader_feature _DIRECTIONAL_LIGHT
#pragma shader_feature _RIM_LIGHT
#include "UnityCG.cginc"
#include "UnityStandardConfig.cginc"
#include "UnityStandardUtils.cginc"
#include "MixedRealityShaderUtils.cginc"
#if defined(_DIRECTIONAL_LIGHT) || defined(_RIM_LIGHT)
#define _NORMAL
#else
#undef _NORMAL
#endif
#if defined(_NORMAL)
#define _WORLD_POSITION
#else
#undef _WORLD_POSITION
#endif
#if defined(_DIRECTIONAL_LIGHT) || defined(_RIM_LIGHT)
#define _FRESNEL
#else
#undef _FRESNEL
#endif
#if defined(_NORMAL_MAP)
#define _UV
#else
#undef _UV
#endif
struct appdata_t
{
float4 vertex : POSITION;
// The default UV channel used for texturing.
float2 uv : TEXCOORD0;
// Used for smooth normal data (or UGUI scaling data).
float4 uv2 : TEXCOORD2;
// Used for UGUI scaling data.
float2 uv3 : TEXCOORD3;
fixed3 normal : NORMAL;
#if defined(_NORMAL_MAP)
fixed4 tangent : TANGENT;
#endif
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
float4 position : SV_POSITION;
#if defined(_UV)
float2 uv : TEXCOORD0;
#endif
#if defined(_WORLD_POSITION)
float3 worldPosition : TEXCOORD2;
#endif
#if defined(_SCALE)
float3 scale : TEXCOORD3;
#endif
#if defined(_NORMAL)
#if defined(_NORMAL_MAP)
fixed3 tangentX : COLOR3;
fixed3 tangentY : COLOR4;
fixed3 tangentZ : COLOR5;
#else
fixed3 worldNormal : COLOR3;
#endif
#endif
UNITY_VERTEX_OUTPUT_STEREO
};
fixed4 _Color;
sampler2D _MainTex;
fixed4 _MainTex_ST;
fixed _Metallic;
fixed _Smoothness;
#if defined(_NORMAL_MAP)
sampler2D _NormalMap;
float _NormalMapScale;
#endif
#if defined(_EMISSION)
fixed4 _EmissiveColor;
#endif
#if defined(_DIRECTIONAL_LIGHT)
fixed4 _LightColor0;
#endif
#if defined(_RIM_LIGHT)
fixed3 _RimColor;
fixed _RimPower;
#endif
#if defined(_DIRECTIONAL_LIGHT)
static const fixed _MinMetallicLightContribution = 0.7;
static const fixed _IblContribution = 0.1;
#endif
#if defined(_FRESNEL)
static const float _FresnelPower = 8.0;
#endif
v2f vert(appdata_t v)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
float4 vertexPosition = v.vertex;
#if defined(_WORLD_POSITION)
float3 worldVertexPosition = mul(unity_ObjectToWorld, vertexPosition).xyz;
#endif
#if defined(_SCALE)
o.scale.x = length(mul(unity_ObjectToWorld, float4(1.0, 0.0, 0.0, 0.0)));
o.scale.y = length(mul(unity_ObjectToWorld, float4(0.0, 1.0, 0.0, 0.0)));
o.scale.z = length(mul(unity_ObjectToWorld, float4(0.0, 0.0, 1.0, 0.0)));
#endif
fixed3 localNormal = v.normal;
#if defined(_NORMAL)
fixed3 worldNormal = UnityObjectToWorldNormal(localNormal);
#endif
o.position = UnityObjectToClipPos(vertexPosition);
#if defined(_WORLD_POSITION)
o.worldPosition.xyz = worldVertexPosition;
#endif
#if defined(_UV)
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
#endif
#if defined(_NORMAL)
#if defined(_NORMAL_MAP)
fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);
fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;
fixed3 worldBitangent = cross(worldNormal, worldTangent) * tangentSign;
o.tangentX = fixed3(worldTangent.x, worldBitangent.x, worldNormal.x);
o.tangentY = fixed3(worldTangent.y, worldBitangent.y, worldNormal.y);
o.tangentZ = fixed3(worldTangent.z, worldBitangent.z, worldNormal.z);
#else
o.worldNormal = worldNormal;
#endif
#endif
return o;
}
fixed4 frag(v2f i, fixed facing : VFACE) : SV_Target
{
fixed4 albedo = tex2D(_MainTex, i.uv);
albedo *= _Color;
// Normal calculation.
#if defined(_NORMAL)
fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(i.worldPosition.xyz));
fixed3 worldNormal;
#if defined(_NORMAL_MAP)
fixed3 tangentNormal = UnpackScaleNormal(tex2D(_NormalMap, i.uv), _NormalMapScale);
worldNormal.x = dot(i.tangentX, tangentNormal);
worldNormal.y = dot(i.tangentY, tangentNormal);
worldNormal.z = dot(i.tangentZ, tangentNormal);
worldNormal = normalize(worldNormal) * facing;
#else
worldNormal = normalize(i.worldNormal) * facing;
#endif
#endif
fixed pointToLight = 1.0;
fixed3 fluentLightColor = fixed3(0.0, 0.0, 0.0);
// Blinn phong lighting.
#if defined(_DIRECTIONAL_LIGHT)
float4 directionalLightDirection = _WorldSpaceLightPos0;
fixed diffuse = max(0.0, dot(worldNormal, directionalLightDirection));
fixed specular = 0.0;
#endif
fixed3 ibl = unity_IndirectSpecColor.rgb;
// Fresnel lighting.
#if defined(_FRESNEL)
fixed fresnel = 1.0 - saturate(abs(dot(worldViewDir, worldNormal)));
#if defined(_RIM_LIGHT)
fixed3 fresnelColor = _RimColor * pow(fresnel, _RimPower);
#else
fixed3 fresnelColor = unity_IndirectSpecColor.rgb * (pow(fresnel, _FresnelPower) * max(_Smoothness, 0.5));
#endif
#endif
// Final lighting mix.
fixed4 output = albedo;
fixed3 ambient = glstate_lightmodel_ambient + fixed3(0.25, 0.25, 0.25);
fixed minProperty = min(_Smoothness, _Metallic);
#if defined(_DIRECTIONAL_LIGHT)
fixed oneMinusMetallic = (1.0 - _Metallic);
output.rgb = lerp(output.rgb, ibl, minProperty);
#if defined(_LIGHTWEIGHT_RENDER_PIPELINE)
fixed3 directionalLightColor = _MainLightColor.rgb;
#else
fixed3 directionalLightColor = _LightColor0.rgb;
#endif
output.rgb *= lerp((ambient + directionalLightColor * diffuse + directionalLightColor * specular) * max(oneMinusMetallic, _MinMetallicLightContribution), albedo, minProperty);
output.rgb += (directionalLightColor * albedo * specular) + (directionalLightColor * specular * _Smoothness);
output.rgb += ibl * oneMinusMetallic * _IblContribution;
#endif
#if defined(_FRESNEL)
#if defined(_RIM_LIGHT)
output.rgb += fresnelColor;
#else
output.rgb += fresnelColor * (1.0 - minProperty);
#endif
#endif
#if defined(_EMISSION)
output.rgb += _EmissiveColor;
#endif
return output;
}
ENDCG
}
}
Fallback "Hidden/InternalErrorShader"
}