├── .gitignore ├── Assets ├── Materials.meta ├── Materials │ ├── Shell.mat │ ├── Shell.mat.meta │ ├── TextureQuad.mat │ └── TextureQuad.mat.meta ├── Scenes.meta ├── Scenes │ ├── Editor_FurWorkShop.unity │ ├── Editor_FurWorkShop.unity.meta │ ├── Editor_NoiseCreator.unity │ ├── Editor_NoiseCreator.unity.meta │ ├── Example.unity │ └── Example.unity.meta ├── Scripts.meta ├── Scripts │ ├── Editor.meta │ ├── Editor │ │ ├── NoiseTextureMixerEditor.cs │ │ ├── NoiseTextureMixerEditor.cs.meta │ │ ├── ShellControllerEditor.cs │ │ ├── ShellControllerEditor.cs.meta │ │ ├── WorleyNoiseCreatorEditor.cs │ │ └── WorleyNoiseCreatorEditor.cs.meta │ ├── NoiseTextureMixer.cs │ ├── NoiseTextureMixer.cs.meta │ ├── ShellController.cs │ ├── ShellController.cs.meta │ ├── ShowCaseModelAnim.cs │ ├── ShowCaseModelAnim.cs.meta │ ├── WorleyNoise.cs │ └── WorleyNoise.cs.meta ├── Shaders.meta ├── Shaders │ ├── FurShader_Shell.shader │ └── FurShader_Shell.shader.meta ├── Texture.meta └── Texture │ ├── MixNoiseTexture.png │ ├── MixNoiseTexture.png.meta │ ├── RandomNoise.tga │ ├── RandomNoise.tga.meta │ ├── furTexture.tga │ ├── furTexture.tga.meta │ ├── patten.jpg │ └── patten.jpg.meta ├── Example ├── pic1.png ├── pic2.png └── pic3.png ├── Fur Shader.sln ├── Logs └── Packages-Update.log ├── Packages ├── manifest.json └── packages-lock.json ├── ProjectSettings ├── AudioManager.asset ├── ClusterInputManager.asset ├── DynamicsManager.asset ├── EditorBuildSettings.asset ├── EditorSettings.asset ├── GraphicsSettings.asset ├── InputManager.asset ├── NavMeshAreas.asset ├── Physics2DSettings.asset ├── PresetManager.asset ├── ProjectSettings.asset ├── ProjectVersion.txt ├── QualitySettings.asset ├── TagManager.asset ├── TimeManager.asset ├── UnityConnectSettings.asset ├── VFXManager.asset └── XRSettings.asset └── README.md /.gitignore: -------------------------------------------------------------------------------- 1 | .vs 2 | Assembly-CSharp.csproj 3 | Assembly-CSharp-Editor.csproj 4 | 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/Assets/Scripts.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 6b0f56f3cd2a35a459dbdbbf6519008f 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Scripts/Editor.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 85e1a21d215673c45a8f0d01b5356d07 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Scripts/Editor/NoiseTextureMixerEditor.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using UnityEditor; 3 | 4 | [CustomEditor(typeof(NoiseTextureMixer))] 5 | public class NoiseTextureMixerEditor : Editor 6 | { 7 | public override void OnInspectorGUI() 8 | { 9 | DrawDefaultInspector(); 10 | 11 | NoiseTextureMixer mixer = (NoiseTextureMixer)target; 12 | if (GUILayout.Button("加载子物体中的噪声贴图")) 13 | { 14 | mixer.LoadTexture(); 15 | } 16 | if (GUILayout.Button("混合噪声贴图")) 17 | { 18 | mixer.MixNoiseTexture(); 19 | } 20 | if (GUILayout.Button("保存混合噪声贴图")) 21 | { 22 | mixer.SaveTexture(); 23 | } 24 | } 25 | } -------------------------------------------------------------------------------- /Assets/Scripts/Editor/NoiseTextureMixerEditor.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 3b20f0e39b17f0f428c21dcdf5872c8b 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Scripts/Editor/ShellControllerEditor.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using UnityEditor; 3 | 4 | [CustomEditor(typeof(ShellController))] 5 | public class ShellControllerEditor : Editor 6 | { 7 | public override void OnInspectorGUI() 8 | { 9 | DrawDefaultInspector(); 10 | 11 | ShellController shellController = (ShellController)target; 12 | if (GUILayout.Button("更新Shell")) 13 | { 14 | shellController.UpdateShellEditor(); 15 | } 16 | if (GUILayout.Button("删除Shell")) 17 | { 18 | shellController.ClearShellEditor(); 19 | } 20 | } 21 | } 22 | -------------------------------------------------------------------------------- /Assets/Scripts/Editor/ShellControllerEditor.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: dfdbab3f256091448b792a9c221761af 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Scripts/Editor/WorleyNoiseCreatorEditor.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using UnityEditor; 3 | 4 | [CustomEditor(typeof(WorleyNoise))] 5 | public class WorleyNoiseCreatorEditor : Editor 6 | { 7 | public override void OnInspectorGUI() 8 | { 9 | DrawDefaultInspector(); 10 | 11 | WorleyNoise creator = (WorleyNoise)target; 12 | 13 | if (GUILayout.Button("生成噪声贴图")) 14 | { 15 | creator.CreateWolyTexture(); 16 | } 17 | if (GUILayout.Button("保存噪声贴图")) 18 | { 19 | creator.SaveTexture(); 20 | } 21 | } 22 | } -------------------------------------------------------------------------------- /Assets/Scripts/Editor/WorleyNoiseCreatorEditor.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 6636ed94733718747a18443c13c281fd 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Scripts/NoiseTextureMixer.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | public class NoiseTextureMixer : MonoBehaviour 6 | { 7 | [Header("贴图文件名")] 8 | public string FileName = "noise"; 9 | 10 | [System.Serializable] 11 | public class TextureInfo 12 | { 13 | public Texture2D Texture; 14 | public float Weight; 15 | } 16 | [SerializeField] 17 | [Header("噪声混合组:手动调节权重")] 18 | public List TextureInfoList; 19 | 20 | 21 | Texture2D mixedNoiseTexture; 22 | 23 | private void OnValidate() 24 | { 25 | MixNoiseTexture(); 26 | } 27 | public void MixNoiseTexture() 28 | { 29 | if (TextureInfoList.Count <= 0) 30 | Debug.LogError("贴图未加载"); 31 | 32 | mixedNoiseTexture = new Texture2D(TextureInfoList[0].Texture.width, TextureInfoList[0].Texture.height); 33 | 34 | for (int y = 0; y < TextureInfoList[0].Texture.height; y++) 35 | { 36 | for (int x = 0; x < TextureInfoList[0].Texture.width; x++) 37 | { 38 | Color pixel = Color.white; 39 | pixel = Color.black; 40 | 41 | for (int i = 0; i < TextureInfoList.Count; i++) 42 | { 43 | pixel += TextureInfoList[i].Texture.GetPixel(x, y) * TextureInfoList[i].Weight; 44 | } 45 | pixel.a = 1; 46 | mixedNoiseTexture.SetPixel(x, y, pixel); 47 | } 48 | } 49 | 50 | mixedNoiseTexture.Apply(); 51 | 52 | if (GetComponent() != null) 53 | { 54 | GetComponent().sharedMaterial = new Material(GetComponent().sharedMaterial.shader); 55 | GetComponent().sharedMaterial.mainTexture = mixedNoiseTexture; 56 | } 57 | } 58 | 59 | public void SaveTexture() 60 | { 61 | System.IO.File.WriteAllBytes(Application.dataPath + "/Texture" + FileName + ".png", mixedNoiseTexture.EncodeToPNG()); 62 | 63 | #if UNITY_EDITOR || UNITY_EDITOR_WIN 64 | UnityEditor.AssetDatabase.Refresh(); 65 | #endif 66 | 67 | Debug.LogError("贴图保存成功!文件路径:" + Application.dataPath + "/Texture" + FileName + ".png"); 68 | } 69 | 70 | public void LoadTexture() 71 | { 72 | TextureInfoList = new List(); 73 | for (int i = 0; i < transform.childCount; i++) 74 | { 75 | TextureInfo textureInfo = new TextureInfo(); 76 | textureInfo.Texture = transform.GetChild(i).GetComponent().NoiseTexture; 77 | textureInfo.Weight = 1.0f / transform.childCount; 78 | TextureInfoList.Add(textureInfo); 79 | } 80 | MixNoiseTexture(); 81 | } 82 | 83 | } 84 | -------------------------------------------------------------------------------- /Assets/Scripts/NoiseTextureMixer.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: fe84f20c8f8b8674599635e935e71b9a 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Scripts/ShellController.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using System.Linq; 4 | using UnityEngine; 5 | using UnityEngine.PlayerLoop; 6 | 7 | public class ShellController : MonoBehaviour 8 | { 9 | public Renderer Target; 10 | public Shader ShellShader; 11 | private Material BaseMat; 12 | 13 | [Header("皮毛颜色")] 14 | public Color FurColor; 15 | public Color FurRootColor; 16 | public Color FurSpecularColor; 17 | public Color FurRimColor; 18 | 19 | [Header("皮毛光照")] 20 | [Range(0,16)] 21 | public float Shininess; 22 | [Range(0, 4)] 23 | public float RimPower; 24 | [Range(0, 2)] 25 | public float FurShadow; 26 | 27 | [Header("皮毛参数")] 28 | public Texture2D FurPattern; 29 | public int LayerCount = 10; 30 | public float FurLength = 0.5f; 31 | public Vector3 FurForce; 32 | 33 | 34 | [Range(1,10)] 35 | public float FurTenacity = 1; 36 | 37 | 38 | GameObject[] layers; 39 | 40 | 41 | 42 | void UpdateShellTrans() 43 | { 44 | if (layers == null || layers.Length == 0) 45 | { 46 | return; 47 | } 48 | for (int i = 0; i < layers.Length; i++) 49 | { 50 | //依据层数、毛发长度和毛发硬度计算lerp速度 51 | float lerpSpeed = (layers.Length-i) * (1.0f / layers.Length)* FurTenacity; 52 | 53 | //让Shell的位置和旋转Lerp到目标模型 54 | //后面乘的常数完全是试出来的参数……没有具体物理解释 55 | layers[i].gameObject.transform.position = Vector3.Lerp(layers[i].gameObject.transform.position, Target.transform.position, lerpSpeed * Time.deltaTime *20); 56 | layers[i].gameObject.transform.rotation = Quaternion.Lerp(layers[i].gameObject.transform.rotation, Target.transform.rotation, lerpSpeed * Time.deltaTime *10); 57 | } 58 | } 59 | public void UpdateShellEditor() 60 | { 61 | ClearShellEditor(); 62 | CreateShell(); 63 | } 64 | 65 | public void UpdateShellRunTime() 66 | { 67 | ClearShellRunTime(); 68 | CreateShell(); 69 | } 70 | 71 | public void ClearShellEditor() 72 | { 73 | if (layers == null || layers.Length == 0) 74 | { 75 | return; 76 | } 77 | 78 | GameObject[] shells = GameObject.FindGameObjectsWithTag("Shell"); 79 | 80 | for (int i = 0; i < shells.Length; i++) 81 | { 82 | DestroyImmediate(shells[i].gameObject); 83 | //Destroy(layers[i].gameObject); 84 | } 85 | } 86 | void ClearShellRunTime() 87 | { 88 | if (layers == null || layers.Length == 0) 89 | { 90 | return; 91 | } 92 | 93 | for (int i = 0; i < layers.Length; i++) 94 | { 95 | Destroy(layers[i].gameObject); 96 | } 97 | } 98 | void CreateShell() 99 | { 100 | layers = new GameObject[LayerCount]; 101 | float furOffset = 1.0f/ LayerCount; 102 | for (int i = 0; i< LayerCount; i++) 103 | { 104 | //复制渲染的原模型一遍 105 | GameObject layer = Instantiate(Target.gameObject, Target.transform.position, Target.transform.rotation); 106 | 107 | //如果不想让场景界面看起来物体太多太乱 108 | layer.hideFlags=HideFlags.HideInHierarchy; 109 | //标上Tag方便找 110 | layer.tag = "Shell"; 111 | 112 | //用ShellShader创建Shell材质 113 | layer.GetComponent().sharedMaterial = new Material(ShellShader); 114 | 115 | //将原模型的贴图传入Shell材质 116 | layer.GetComponent().sharedMaterial.SetTexture("_MainTex", Target.sharedMaterial.GetTexture("_MainTex")); 117 | //将编辑器中的参数传进去 118 | layer.GetComponent().sharedMaterial.SetColor("_Color", FurColor); 119 | layer.GetComponent().sharedMaterial.SetColor("_RootColor", FurRootColor); 120 | layer.GetComponent().sharedMaterial.SetColor("_RimColor", FurRimColor); 121 | layer.GetComponent().sharedMaterial.SetColor("_Specular", FurSpecularColor); 122 | layer.GetComponent().sharedMaterial.SetFloat("_Shininess", Shininess); 123 | layer.GetComponent().sharedMaterial.SetFloat("_RimPower", RimPower); 124 | layer.GetComponent().sharedMaterial.SetFloat("_FurShadow", FurShadow); 125 | layer.GetComponent().sharedMaterial.SetTexture("_FurTex",FurPattern); 126 | layer.GetComponent().sharedMaterial.SetFloat("_FurLength", FurLength); 127 | 128 | //不同Shell的偏移参数不一样 129 | layer.GetComponent().sharedMaterial.SetFloat("_LayerOffset", i * furOffset); 130 | //计算受力、层数和硬度共同影响的Shell偏移 131 | layer.GetComponent().sharedMaterial.SetVector("_FurOffset", FurForce* Mathf.Pow( i*furOffset,FurTenacity)); 132 | 133 | //由于在单通道渲染半透明材质,进行了深度写入,为了防止被深度剔除,所以要手动更改渲染队列 134 | layer.GetComponent().sharedMaterial.renderQueue = 3000 + i; 135 | 136 | layers[i] = layer; 137 | } 138 | } 139 | 140 | 141 | 142 | 143 | 144 | 145 | void Start() 146 | { 147 | UpdateShellRunTime(); 148 | } 149 | 150 | 151 | bool isEditFur = false; 152 | // Update is called once per frame 153 | private void Update() 154 | { 155 | if (Input.GetKeyDown(KeyCode.Space)) 156 | { 157 | isEditFur = !isEditFur; 158 | } 159 | 160 | if(isEditFur) 161 | UpdateShellRunTime(); 162 | else 163 | UpdateShellTrans(); 164 | } 165 | } 166 | -------------------------------------------------------------------------------- /Assets/Scripts/ShellController.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 0788861e4ac684640a7b9ba2eaea207e 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Scripts/ShowCaseModelAnim.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | public class ShowCaseModelAnim : MonoBehaviour 6 | { 7 | public Vector3 SwingRange; 8 | public Vector3 RotateEulerSpeed; 9 | public float SwingSpeed; 10 | 11 | Vector3 IniPos; 12 | Vector3 IniEuler; 13 | void Start() 14 | { 15 | IniPos = transform.position; 16 | IniEuler = transform.eulerAngles; 17 | } 18 | 19 | // Update is called once per frame 20 | void Update() 21 | { 22 | transform.position = IniPos + SwingRange * Mathf.Sin( SwingSpeed * Time.time); 23 | transform.eulerAngles = IniEuler + RotateEulerSpeed * Time.time; 24 | } 25 | } 26 | -------------------------------------------------------------------------------- /Assets/Scripts/ShowCaseModelAnim.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 45ddcc4ba925c294397121d161aff798 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Scripts/WorleyNoise.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | public class WorleyNoise : MonoBehaviour 6 | { 7 | 8 | [Header("贴图文件名")] 9 | public string FileName = "noise"; 10 | [Header("随机种子")] 11 | public int RandSeed = 0; 12 | [Header("细胞最大间距")] 13 | [Range(2,128)] 14 | public int MaxRange=32; 15 | [Header("Pow/变化锐利度")] 16 | [Range(0.1f, 10)] 17 | public float Power = 2; 18 | [Header("贴图分辨率")] 19 | public int resolution = 256;//贴图分辨率 20 | [Header("噪声贴图")] 21 | public Texture2D NoiseTexture; 22 | 23 | 24 | private int pointNumber = 4; 25 | private Vector2Int[,] points = null; 26 | 27 | 28 | 29 | /*—————————— 编辑器接口 ————————————*/ 30 | 31 | //创建纹理(编辑器中调用 32 | public void CreateWolyTexture() 33 | { 34 | NoiseTexture = GenerateWorlyMap(); 35 | if (GetComponent() != null) 36 | { 37 | GetComponent().sharedMaterial = new Material(GetComponent().sharedMaterial.shader); 38 | GetComponent().sharedMaterial.mainTexture = NoiseTexture; 39 | } 40 | 41 | } 42 | 43 | //保存纹理(编辑器中调用 44 | public void SaveTexture() 45 | { 46 | System.IO.File.WriteAllBytes(Application.dataPath + "/Texture" + FileName + ".png", NoiseTexture.EncodeToPNG()); 47 | 48 | #if UNITY_EDITOR || UNITY_EDITOR_WIN 49 | UnityEditor.AssetDatabase.Refresh(); 50 | #endif 51 | 52 | Debug.LogError("贴图保存成功!文件路径:" + Application.dataPath + "/Texture" + FileName + ".png"); 53 | } 54 | 55 | private void OnValidate() { 56 | CreateWolyTexture(); 57 | } 58 | 59 | /*—————————— 纹理生成相关 ————————————*/ 60 | 61 | //噪声生成 62 | private Texture2D GenerateWorlyMap() 63 | { 64 | //初始化 65 | if(RandSeed>0) 66 | Random.InitState(RandSeed); 67 | Texture2D result = new Texture2D(resolution, resolution); 68 | 69 | //初始化细胞点 70 | pointNumber = resolution / MaxRange; 71 | points = new Vector2Int[pointNumber, pointNumber]; 72 | for (int y = 0; y < pointNumber; y++) 73 | { 74 | for (int x = 0; x < pointNumber; x++) 75 | { 76 | Vector2Int p = new Vector2Int(Random.Range(0, MaxRange), Random.Range(0, MaxRange)); 77 | points[x, y] = p; 78 | } 79 | } 80 | 81 | //计算每个像素点最短距离,设置像素值 82 | for (int y = 0; y < resolution; y++) 83 | for (int x = 0; x < resolution; x++) 84 | { 85 | float dis = GetMinDis(x, y) / MaxRange; 86 | dis = Mathf.Pow(dis, Power); 87 | 88 | result.SetPixel(x, y,(1- dis) * Color.white); 89 | } 90 | 91 | result.Apply(); 92 | return result; 93 | } 94 | 95 | //获取随机点 96 | private Vector2Int GetPoint(int x, int y) 97 | { 98 | int maxRange = resolution / pointNumber; 99 | 100 | Vector2Int off = new Vector2Int(maxRange * x, +maxRange * y); 101 | 102 | if (x >= pointNumber) 103 | x = 0; 104 | if (x < 0) x = pointNumber - 1; 105 | 106 | if (y >= pointNumber) 107 | y = 0; 108 | if (y < 0) y = pointNumber - 1; 109 | 110 | return points[x, y] + off; 111 | } 112 | 113 | //获取最短距离 114 | private float GetMinDis(int x, int y) 115 | { 116 | Vector2Int currentPoint = new Vector2Int(x, y); 117 | int gridSize = resolution / pointNumber; 118 | 119 | float minDis = float.MaxValue; 120 | int indexX = x / gridSize; 121 | int indexY = y / gridSize; 122 | 123 | for (int j = -1; j < 2; j++) 124 | for (int i = -1; i < 2; i++) 125 | { 126 | Vector2Int p = GetPoint(indexX + i, indexY + j); 127 | 128 | float dis = Vector2Int.Distance(p, currentPoint); 129 | if (dis < minDis) 130 | { 131 | minDis = dis; 132 | } 133 | 134 | } 135 | return minDis; 136 | } 137 | } -------------------------------------------------------------------------------- /Assets/Scripts/WorleyNoise.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 7c223ea4233dfa0418bcc0e045fbe670 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Shaders.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: a874350e621e90942ad551a8573b5ae9 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Shaders/FurShader_Shell.shader: -------------------------------------------------------------------------------- 1 | Shader "FurShader/FurShader_Shell" 2 | { 3 | Properties 4 | { 5 | //基本颜色 6 | _MainTex ("Texture", 2D) = "white" { } 7 | _Color ("FurColor", Color) = (1, 1, 1, 1) 8 | _RootColor ("FurRootColor", Color) = (0.5, 0.5, 0.5, 1) 9 | 10 | //光照相关参数 11 | _Specular ("Specular", Color) = (1, 1, 1, 1) 12 | _Shininess ("Shininess", Range(0.01, 256.0)) = 8.0 13 | _RimColor ("Rim Color", Color) = (0, 0, 0, 1) 14 | _RimPower ("Rim Power", Range(0.0, 8.0)) = 6.0 15 | 16 | //毛发参数 17 | _FurTex ("Fur Pattern", 2D) = "white" { } 18 | _FurLength ("Fur Length", Range(0.0, 1)) = 0.5 19 | _FurShadow ("Fur Shadow Intensity", Range(0.0, 1)) = 0.25 20 | 21 | 22 | } 23 | SubShader 24 | { 25 | Tags { "RenderType" = "Transparent" "IgnoreProjector" = "True" "Queue" = "Transparent" } 26 | 27 | Cull Off 28 | ZWrite On 29 | //ZWrite Off 30 | Blend SrcAlpha OneMinusSrcAlpha 31 | 32 | 33 | Pass 34 | { 35 | CGPROGRAM 36 | #include "Lighting.cginc" 37 | #include "UnityCG.cginc" 38 | 39 | #pragma vertex vert 40 | #pragma fragment frag 41 | #pragma target 3.0 42 | 43 | 44 | sampler2D _MainTex; 45 | half4 _MainTex_ST; 46 | fixed4 _Color; 47 | fixed4 _RootColor; 48 | fixed4 _Specular; 49 | fixed _Shininess; 50 | 51 | sampler2D _FurTex; 52 | half4 _FurTex_ST; 53 | fixed _FurLength; 54 | fixed _FurShadow; 55 | 56 | float3 _FurOffset; 57 | 58 | fixed4 _RimColor; 59 | half _RimPower; 60 | 61 | float _LayerOffset; 62 | 63 | 64 | struct a2v { 65 | float4 vertex : POSITION;//顶点位置 66 | float3 normal : NORMAL;//发现 67 | float4 texcoord : TEXCOORD0;//纹理坐标 68 | float4 texcoord2 : TEXCOORD1;//纹理坐标 69 | }; 70 | 71 | struct v2f 72 | { 73 | float4 pos: SV_POSITION; 74 | half4 uv: TEXCOORD0; 75 | float3 worldNormal: TEXCOORD1; 76 | float3 worldPos: TEXCOORD2; 77 | }; 78 | 79 | v2f vert(a2v v) 80 | { 81 | v2f o; 82 | float3 OffetVertex = v.vertex.xyz + v.normal * _LayerOffset *_FurLength;//顶点外扩 83 | OffetVertex += mul(unity_WorldToObject, _FurOffset);//顶点受力偏移 84 | 85 | o.pos = UnityObjectToClipPos(float4(OffetVertex, 1.0)); 86 | o.uv.xy = TRANSFORM_TEX(v.texcoord, _MainTex); 87 | o.uv.zw = TRANSFORM_TEX(v.texcoord2, _FurTex); 88 | o.worldNormal = UnityObjectToWorldNormal(v.normal); 89 | o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz; 90 | 91 | return o; 92 | } 93 | 94 | fixed4 frag(v2f i): SV_Target 95 | { 96 | 97 | 98 | 99 | fixed3 worldNormal = normalize(i.worldNormal); 100 | fixed3 worldLight = normalize(_WorldSpaceLightPos0.xyz); 101 | fixed3 worldView = normalize(_WorldSpaceCameraPos.xyz - i.worldPos.xyz); 102 | fixed3 worldHalf = normalize(worldView + worldLight); 103 | 104 | fixed3 albedo = tex2D(_MainTex, i.uv.xy).rgb * _Color; 105 | half vdotn = 1.0 - saturate(dot(worldView, worldNormal)); 106 | fixed3 rim = _RimColor.rgb * _RimColor.a * saturate( 1-pow( 1-vdotn, _RimPower)); 107 | 108 | fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz * albedo; 109 | fixed3 diffuse = _LightColor0.rgb * albedo * (0.5f*saturate(dot(worldNormal, worldLight))+0.5f); 110 | fixed3 specular = _LightColor0.rgb * _Specular.rgb * pow(saturate(dot(worldNormal, worldHalf)), _Shininess); 111 | 112 | fixed3 color = ambient + diffuse + specular + rim; 113 | color = lerp(_RootColor,color,saturate(pow( _LayerOffset,_FurShadow))); 114 | 115 | fixed3 noise = tex2D(_FurTex, i.uv.zw).rgb; 116 | fixed alpha = saturate(noise - (_LayerOffset * _LayerOffset)); 117 | 118 | 119 | return fixed4(color, alpha); 120 | } 121 | ENDCG 122 | } 123 | } 124 | } 125 | -------------------------------------------------------------------------------- /Assets/Shaders/FurShader_Shell.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 9a35a2a367196204b9cec8c57a09b26d 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Texture.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 834acce5ddef58d4e85d614b793fe0ad 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- 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preSolution 24 | HideSolutionNode = FALSE 25 | EndGlobalSection 26 | EndGlobal 27 | -------------------------------------------------------------------------------- /Logs/Packages-Update.log: -------------------------------------------------------------------------------- 1 | 2 | === Mon Aug 10 13:40:05 2020 3 | 4 | Packages were changed. 5 | Update Mode: mergeDefaultDependencies 6 | 7 | The following packages were added: 8 | com.unity.collab-proxy@1.2.16 9 | com.unity.ide.rider@1.1.4 10 | com.unity.ide.vscode@1.2.1 11 | com.unity.modules.ai@1.0.0 12 | com.unity.modules.androidjni@1.0.0 13 | com.unity.modules.animation@1.0.0 14 | com.unity.modules.assetbundle@1.0.0 15 | com.unity.modules.audio@1.0.0 16 | com.unity.modules.cloth@1.0.0 17 | com.unity.modules.director@1.0.0 18 | com.unity.modules.imageconversion@1.0.0 19 | com.unity.modules.imgui@1.0.0 20 | com.unity.modules.jsonserialize@1.0.0 21 | com.unity.modules.particlesystem@1.0.0 22 | com.unity.modules.physics@1.0.0 23 | 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tag:unity3d.com,2011: 3 | --- !u!937362698 &1 4 | VFXManager: 5 | m_ObjectHideFlags: 0 6 | m_IndirectShader: {fileID: 0} 7 | m_CopyBufferShader: {fileID: 0} 8 | m_SortShader: {fileID: 0} 9 | m_StripUpdateShader: {fileID: 0} 10 | m_RenderPipeSettingsPath: 11 | m_FixedTimeStep: 0.016666668 12 | m_MaxDeltaTime: 0.05 13 | -------------------------------------------------------------------------------- /ProjectSettings/XRSettings.asset: -------------------------------------------------------------------------------- 1 | { 2 | "m_SettingKeys": [ 3 | "VR Device Disabled", 4 | "VR Device User Alert" 5 | ], 6 | "m_SettingValues": [ 7 | "False", 8 | "False" 9 | ] 10 | } -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # FurShaderUnity 2 | 3 | ### 效果展示 4 | - 视频 5 | https://www.bilibili.com/video/BV1nv411i7iP/ 6 | - 图片 7 | ![](/Example/pic2.png) 8 | ![](/Example/pic1.png) 9 | ![](/Example/pic3.png) 10 | ### 介绍 11 | 在Unity中使用单Pass多GameObject的方式生成Shell毛发模型。 12 | 在编辑器中可以动态调整表面颜色、光照、毛发层数、毛发软硬度、重力影响等参数,方便美术调节。 13 | 附带了一个多层细胞噪声混合生成毛发噪声纹理的功能,可以自己凭理解生成毛发纹理。 14 | ### 特性 15 | - 单Pass多物体的Shell模型,能够动态调整层数 16 | - 毛发着色、毛发遮蔽等模拟,计算简单,方便学习 17 | - 多层次细胞噪声混合,依据需求混合需要的毛发噪声贴图 18 | - 可以调整毛发软硬度,方便实现毛发运动效果 19 | ### 参考 20 | https://mp.weixin.qq.com/s/aIWMEO5Qa2gNn2yCmnHbOg 21 | --------------------------------------------------------------------------------