shader-techniques

安装量: 38
排名: #18767

安装

npx skills add https://github.com/pluginagentmarketplace/custom-plugin-game-developer --skill shader-techniques

Shader Techniques Shader Pipeline Overview ┌─────────────────────────────────────────────────────────────┐ │ RENDERING PIPELINE │ ├─────────────────────────────────────────────────────────────┤ │ CPU (Game Logic) │ │ ↓ │ │ VERTEX SHADER │ │ ├─ Transform vertices to clip space │ │ ├─ Calculate normals, tangents │ │ └─ Pass data to fragment shader │ │ ↓ │ │ RASTERIZATION (Fixed function) │ │ ├─ Triangle setup │ │ ├─ Pixel coverage │ │ └─ Interpolation │ │ ↓ │ │ FRAGMENT/PIXEL SHADER │ │ ├─ Sample textures │ │ ├─ Calculate lighting │ │ └─ Output final color │ │ ↓ │ │ OUTPUT (Framebuffer) │ └─────────────────────────────────────────────────────────────┘

Basic Shader Structure // ✅ Production-Ready: Basic Surface Shader (Unity HLSL) Shader "Custom/BasicSurface" { Properties { _MainTex ("Albedo", 2D) = "white" {} _Color ("Color Tint", Color) = (1,1,1,1) _Metallic ("Metallic", Range(0,1)) = 0.0 _Smoothness ("Smoothness", Range(0,1)) = 0.5 _NormalMap ("Normal Map", 2D) = "bump" {} _NormalStrength ("Normal Strength", Range(0,2)) = 1.0 }

SubShader
{
    Tags { "RenderType"="Opaque" "Queue"="Geometry" }
    LOD 200

    CGPROGRAM
    #pragma surface surf Standard fullforwardshadows
    #pragma target 3.0

    sampler2D _MainTex;
    sampler2D _NormalMap;
    half4 _Color;
    half _Metallic;
    half _Smoothness;
    half _NormalStrength;

    struct Input
    {
        float2 uv_MainTex;
        float2 uv_NormalMap;
    };

    void surf(Input IN, inout SurfaceOutputStandard o)
    {
        // Albedo
        half4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;
        o.Albedo = c.rgb;

        // Normal mapping
        half3 normal = UnpackNormal(tex2D(_NormalMap, IN.uv_NormalMap));
        normal.xy *= _NormalStrength;
        o.Normal = normalize(normal);

        // PBR properties
        o.Metallic = _Metallic;
        o.Smoothness = _Smoothness;
        o.Alpha = c.a;
    }
    ENDCG
}
FallBack "Diffuse"

}

Advanced Effects Toon/Cel Shading // ✅ Production-Ready: Toon Shader Shader "Custom/Toon" { Properties { _MainTex ("Texture", 2D) = "white" {} _Color ("Color", Color) = (1,1,1,1) _RampTex ("Ramp Texture", 2D) = "white" {} _OutlineColor ("Outline Color", Color) = (0,0,0,1) _OutlineWidth ("Outline Width", Range(0, 0.1)) = 0.02 }

SubShader
{
    Tags { "RenderType"="Opaque" }

    // Outline Pass
    Pass
    {
        Cull Front

        CGPROGRAM
        #pragma vertex vert
        #pragma fragment frag

        struct appdata
        {
            float4 vertex : POSITION;
            float3 normal : NORMAL;
        };

        struct v2f
        {
            float4 pos : SV_POSITION;
        };

        float _OutlineWidth;
        float4 _OutlineColor;

        v2f vert(appdata v)
        {
            v2f o;
            // Expand vertices along normals
            float3 scaled = v.vertex.xyz + v.normal * _OutlineWidth;
            o.pos = UnityObjectToClipPos(float4(scaled, 1.0));
            return o;
        }

        half4 frag(v2f i) : SV_Target
        {
            return _OutlineColor;
        }
        ENDCG
    }

    // Main Toon Pass
    Pass
    {
        CGPROGRAM
        #pragma vertex vert
        #pragma fragment frag

        sampler2D _MainTex;
        sampler2D _RampTex;
        float4 _Color;

        struct appdata
        {
            float4 vertex : POSITION;
            float3 normal : NORMAL;
            float2 uv : TEXCOORD0;
        };

        struct v2f
        {
            float4 pos : SV_POSITION;
            float2 uv : TEXCOORD0;
            float3 worldNormal : TEXCOORD1;
        };

        v2f vert(appdata v)
        {
            v2f o;
            o.pos = UnityObjectToClipPos(v.vertex);
            o.uv = v.uv;
            o.worldNormal = UnityObjectToWorldNormal(v.normal);
            return o;
        }

        half4 frag(v2f i) : SV_Target
        {
            // Sample albedo
            half4 col = tex2D(_MainTex, i.uv) * _Color;

            // Calculate diffuse with ramp
            float3 lightDir = normalize(_WorldSpaceLightPos0.xyz);
            float NdotL = dot(i.worldNormal, lightDir) * 0.5 + 0.5;
            float3 ramp = tex2D(_RampTex, float2(NdotL, 0.5)).rgb;

            col.rgb *= ramp;
            return col;
        }
        ENDCG
    }
}

}

Dissolve Effect // ✅ Production-Ready: Dissolve Shader Shader "Custom/Dissolve" { Properties { _MainTex ("Texture", 2D) = "white" {} _NoiseTex ("Noise Texture", 2D) = "white" {} _DissolveAmount ("Dissolve Amount", Range(0, 1)) = 0 _EdgeColor ("Edge Color", Color) = (1, 0.5, 0, 1) _EdgeWidth ("Edge Width", Range(0, 0.2)) = 0.05 }

SubShader
{
    Tags { "RenderType"="Opaque" }

    Pass
    {
        CGPROGRAM
        #pragma vertex vert
        #pragma fragment frag

        sampler2D _MainTex;
        sampler2D _NoiseTex;
        float _DissolveAmount;
        float4 _EdgeColor;
        float _EdgeWidth;

        struct v2f
        {
            float4 pos : SV_POSITION;
            float2 uv : TEXCOORD0;
        };

        v2f vert(appdata_base v)
        {
            v2f o;
            o.pos = UnityObjectToClipPos(v.vertex);
            o.uv = v.texcoord;
            return o;
        }

        half4 frag(v2f i) : SV_Target
        {
            half4 col = tex2D(_MainTex, i.uv);
            float noise = tex2D(_NoiseTex, i.uv).r;

            // Discard dissolved pixels
            clip(noise - _DissolveAmount);

            // Add edge glow
            float edge = 1 - smoothstep(0, _EdgeWidth, noise - _DissolveAmount);
            col.rgb = lerp(col.rgb, _EdgeColor.rgb, edge);

            return col;
        }
        ENDCG
    }
}

}

Post-Processing Effects // ✅ Production-Ready: Screen-Space Vignette Shader "PostProcess/Vignette" { Properties { _MainTex ("Texture", 2D) = "white" {} _Intensity ("Intensity", Range(0, 1)) = 0.5 _Smoothness ("Smoothness", Range(0.01, 1)) = 0.5 }

SubShader
{
    Pass
    {
        CGPROGRAM
        #pragma vertex vert_img
        #pragma fragment frag

        sampler2D _MainTex;
        float _Intensity;
        float _Smoothness;

        half4 frag(v2f_img i) : SV_Target
        {
            half4 col = tex2D(_MainTex, i.uv);

            // Calculate vignette
            float2 center = i.uv - 0.5;
            float dist = length(center);
            float vignette = smoothstep(0.5, 0.5 - _Smoothness, dist);
            vignette = lerp(1, vignette, _Intensity);

            col.rgb *= vignette;
            return col;
        }
        ENDCG
    }
}

}

Shader Optimization OPTIMIZATION TECHNIQUES: ┌─────────────────────────────────────────────────────────────┐ │ PRECISION: │ │ • Use half instead of float where possible │ │ • Mobile: Always prefer half/fixed │ │ • PC: float for positions, half for colors │ ├─────────────────────────────────────────────────────────────┤ │ TEXTURE SAMPLING: │ │ • Minimize texture samples │ │ • Use texture atlases │ │ • Avoid dependent texture reads │ │ • Use lower mipmap for distant objects │ ├─────────────────────────────────────────────────────────────┤ │ MATH OPERATIONS: │ │ • Replace div with mul (x/2 → x0.5) │ │ • Use MAD operations (ab+c) │ │ • Avoid branching in fragment shaders │ │ • Pre-compute constants │ ├─────────────────────────────────────────────────────────────┤ │ VARIANTS: │ │ • Minimize shader keywords │ │ • Use multi_compile_local │ │ • Strip unused variants │ └─────────────────────────────────────────────────────────────┘

COST COMPARISON (Relative): ┌─────────────────────────────────────────────────────────────┐ │ Operation │ Cost │ Notes │ ├─────────────────────┼───────┼───────────────────────────────┤ │ Add/Multiply │ 1x │ Baseline │ │ Divide │ 4x │ Avoid in loops │ │ Sqrt │ 4x │ Use rsqrt when possible │ │ Sin/Cos │ 8x │ Use lookup tables on mobile │ │ Texture Sample │ 4-8x │ Varies by hardware │ │ Pow │ 8x │ Use exp2(x*log2(y)) │ │ Normalize │ 4x │ Pre-normalize in vertex │ └─────────────────────┴───────┴───────────────────────────────┘

🔧 Troubleshooting ┌─────────────────────────────────────────────────────────────┐ │ PROBLEM: Shader not compiling │ ├─────────────────────────────────────────────────────────────┤ │ SOLUTIONS: │ │ → Check for syntax errors (missing semicolons) │ │ → Verify all variables are declared │ │ → Check target platform compatibility │ │ → Look for mismatched semantics │ └─────────────────────────────────────────────────────────────┘

┌─────────────────────────────────────────────────────────────┐ │ PROBLEM: Pink/magenta material │ ├─────────────────────────────────────────────────────────────┤ │ SOLUTIONS: │ │ → Shader failed to compile - check console │ │ → Missing shader on target platform │ │ → Add fallback shader │ │ → Check render pipeline compatibility │ └─────────────────────────────────────────────────────────────┘

┌─────────────────────────────────────────────────────────────┐ │ PROBLEM: Shader too slow │ ├─────────────────────────────────────────────────────────────┤ │ SOLUTIONS: │ │ → Profile with GPU debugger (RenderDoc) │ │ → Reduce texture samples │ │ → Use lower precision │ │ → Simplify math operations │ │ → Move calculations to vertex shader │ └─────────────────────────────────────────────────────────────┘

┌─────────────────────────────────────────────────────────────┐ │ PROBLEM: Too many shader variants │ ├─────────────────────────────────────────────────────────────┤ │ SOLUTIONS: │ │ → Use shader_feature instead of multi_compile │ │ → Strip unused variants in build settings │ │ → Combine keywords where possible │ │ → Use material property blocks │ └─────────────────────────────────────────────────────────────┘

Shader Languages by Engine Engine Language Notes Unity URP/HDRP HLSL + ShaderGraph Visual + code Unity Built-in CG/HLSL Legacy surface shaders Unreal HLSL + Material Editor Node-based preferred Godot Godot Shading Language Similar to GLSL OpenGL GLSL Cross-platform DirectX HLSL Windows/Xbox Vulkan SPIR-V (from GLSL) Low-level

Use this skill: When creating custom visuals, optimizing rendering, or implementing advanced effects.

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