Shader实例(流光实现)

Shader实例(流光实现)

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本文链接:https://blog.csdn.net/CJB_King/article/details/78869642

Shader实例(流光实现)

流光效果 首先来看一下流光效果。流光效果是一个非常常见的效果,不仅仅是游戏,一些广告之类的也都会有这种效果。流光的原理还是比较简单的:首先就是需要一张流光图,这张流光图的大部分都是黑色,然后有一条亮线,然后我们在采样的时候,最终输出叠加上这张图的采样值,并根据时间调整采样的UV就可以有流光的效果啦。下面是一个比较简单的流光效果实现:

下面看属性参数:

接下来是SubShader中的一些参数定义

顶点函数处理

光照处理

以上是对于2D图像常用的流光实现方式,如果是3D物体用这种方式的话,可能会出现问题,所以对于3D物体,采用按照物体的世界坐标按时间偏移查询纹理贴图就行了

具体参数按需求改下就好了

按照方向消失或重现效果 我们再来看一个用模型空间坐标作为采样的uv的栗子,也是一种比较好玩的效果。比如我们需要一个模型身体按照一定的方向逐渐消失,直至全部消失掉的一个效果。下面说一下思路,与世界空间采样的流光效果一样,我们在vertex阶段记录一下vertex坐标,传递给fragment阶段,在fragment阶段用这个值和一个设定好的阈值进行比较,不满足条件的像素点直接discard,逐渐调整阈值,就可以得到让模型按照某个方向消失的效果了。代码如下:

代码语言:javascript复制 //按照方向消失的效果

//by:CJB_King

//2017.12.23

Shader "SelfShader/DissolveEffectX"

{

Properties

{

_MainTex("MainTex(RGB)", 2D) = "white" {}

_DissolveVector("DissolveVector", Vector) = (0,0,0,0)

}

CGINCLUDE

#include "Lighting.cginc"

uniform sampler2D _MainTex;

uniform float4 _MainTex_ST;

uniform float4 _DissolveVector;

struct v2f

{

float4 pos : SV_POSITION;

float3 worldNormal : NORMAL;

float2 uv : TEXCOORD0;

float3 worldLight : TEXCOORD1;

float4 objPos : TEXCOORD2;

};

v2f vert(appdata_base v)

{

v2f o;

o.pos = mul(UNITY_MATRIX_MVP, v.vertex);

o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);

//顶点转化到世界空间

o.objPos = v.vertex;

o.worldNormal = UnityObjectToWorldNormal(v.normal);

o.worldLight = UnityObjectToWorldDir(_WorldSpaceLightPos0.xyz);

return o;

}

fixed4 frag(v2f i) : SV_Target

{

half3 normal = normalize(i.worldNormal);

half3 light = normalize(i.worldLight);

fixed diff = max(0, dot(normal, light));

fixed4 albedo = tex2D(_MainTex, i.uv);

//不满足条件的discard

clip(i.objPos.xyz - _DissolveVector.xyz);

fixed4 c;

c.rgb = diff * albedo;

c.a = 1;

return c;

}

ENDCG

SubShader

{

Pass

{

Tags{ "RenderType" = "Opaque" }

CGPROGRAM

#pragma vertex vert

#pragma fragment frag

ENDCG

}

}

FallBack "Diffuse"

} 还有一个小问题,其实上图中的例子里面,模型从上到下,理想情况应该是调整Y轴,不过例子里面调整的确实X轴,原因应该与Unity导入之后会绕着X轴旋转90度有关,也就是原本在max里面的Y轴变成Unity里面的X轴。

下面,我们再看一下增加了边缘高亮的消失效果,为了让模消失的型边缘高亮,我们通过将用于clip的factor值与另一个高亮阈值值进行比较,如果factor小于高亮阈值,则返回一个高亮的颜色值,否则正常渲染。这样模型就总共有三种显示状态:clip状态,高亮状态,正常状态。代码如下:

代码语言:javascript复制 //消失效果

//by:CJB_King

//2017.12.23

Shader "SelfShader/DissolveEffectX"

{

Properties{

_Diffuse("Diffuse", Color) = (1,1,1,1)

_DissolveColor("Dissolve Color", Color) = (0,0,0,0)

_MainTex("Base 2D", 2D) = "white"{}

_ColorFactor("ColorFactor", Range(0,1)) = 0.7

_DissolveThreshold("DissolveThreshold", Float) = 0

}

CGINCLUDE

#include "Lighting.cginc"

uniform fixed4 _Diffuse;

uniform fixed4 _DissolveColor;

uniform sampler2D _MainTex;

uniform float4 _MainTex_ST;

uniform float _ColorFactor;

uniform float _DissolveThreshold;

struct v2f

{

float4 pos : SV_POSITION;

float3 worldNormal : TEXCOORD0;

float2 uv : TEXCOORD1;

float4 objPos : TEXCOORD2;

};

v2f vert(appdata_base v)

{

v2f o;

o.pos = mul(UNITY_MATRIX_MVP, v.vertex);

o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);

o.worldNormal = mul(v.normal, (float3x3)unity_WorldToObject);

o.objPos = v.vertex;

return o;

}

fixed4 frag(v2f i) : SV_Target

{

float factor = i.objPos.x - _DissolveThreshold;

clip(factor);

//Diffuse + Ambient光照计算

fixed3 worldNormal = normalize(i.worldNormal);

fixed3 worldLightDir = normalize(_WorldSpaceLightPos0.xyz);

fixed3 lambert = saturate(dot(worldNormal, worldLightDir));

fixed3 albedo = lambert * _Diffuse.xyz * _LightColor0.xyz + UNITY_LIGHTMODEL_AMBIENT.xyz;

fixed3 color = tex2D(_MainTex, i.uv).rgb * albedo;

//等价于下面注释代码的操作

fixed lerpFactor = saturate(sign(_ColorFactor - factor));

return lerpFactor * _DissolveColor + (1 - lerpFactor) * fixed4(color, 1);

/*

if (factor < _ColorFactor)

{

return _DissolveColor;

}

return fixed4(color, 1);*/

}

ENDCG

SubShader

{

Tags{ "RenderType" = "Opaque" }

Pass

{

//不让模型穿帮,关掉了背面裁剪

Cull Off

CGPROGRAM

#pragma vertex vert

#pragma fragment frag

ENDCG

}

}

FallBack "Diffuse"

} 溶解效果进阶版 之前的文章里,我们研究过溶解效果,不过这个效果是基于全身的,我们来尝试一下,把上面按照方向消失的效果与溶解效果结合起来,做成一个按照某个方向逐渐溶解的效果。要得到随机的溶解效果,我们需要采样一张噪声图,然后在原本会直接clip掉的部分根据采样的噪声图进行clip,就能得到按照方向的溶解效果啦。

代码语言:javascript复制 //溶解效果

//by:CJB_King

//2017.12.23

Shader "SelfShader/DissolveEffectX"

{

Properties{

_Diffuse("Diffuse", Color) = (1,1,1,1)

_DissolveColor("Dissolve Color", Color) = (1,1,1,1)

_MainTex("Base 2D", 2D) = "white"{}

_DissolveMap("DissolveMap", 2D) = "white"{}

_DissolveThreshold("DissolveThreshold", Range(0,1)) = 0

_DissolveSpeedFactor("DissolveSpeed", Range(0,5)) = 2

_DissolveControl("ColorFactorB", Float) = 0

}

CGINCLUDE

#include "Lighting.cginc"

uniform fixed4 _Diffuse;

uniform fixed4 _DissolveColor;

uniform sampler2D _MainTex;

uniform float4 _MainTex_ST;

uniform sampler2D _DissolveMap;

uniform float _DissolveThreshold;

uniform float _DissolveSpeedFactor;

uniform float _DissolveControl;

struct v2f

{

float4 pos : SV_POSITION;

float3 worldNormal : TEXCOORD0;

float2 uv : TEXCOORD1;

float4 objPos : TEXCOORD2;

};

v2f vert(appdata_base v)

{

v2f o;

o.pos = mul(UNITY_MATRIX_MVP, v.vertex);

o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);

o.worldNormal = mul(v.normal, (float3x3)unity_WorldToObject);

o.objPos = v.vertex;

return o;

}

fixed4 frag(v2f i) : SV_Target

{

fixed4 dissolve = tex2D(_DissolveMap, i.uv);

//Diffuse + Ambient光照计算

fixed3 worldNormal = normalize(i.worldNormal);

fixed3 worldLightDir = normalize(_WorldSpaceLightPos0.xyz);

fixed3 lambert = saturate(dot(worldNormal, worldLightDir));

fixed3 albedo = lambert * _Diffuse.xyz * _LightColor0.xyz + UNITY_LIGHTMODEL_AMBIENT.xyz;

fixed3 color = tex2D(_MainTex, i.uv).rgb * albedo;

float factor = i.objPos.x - _DissolveControl;

if(factor < 0)

{

clip(_DissolveThreshold - dissolve.r * abs(factor) * _DissolveSpeedFactor);

}

return fixed4(color, 1);

}

ENDCG

SubShader

{

Tags{ "RenderType" = "Opaque" }

Pass

{

Cull Off

CGPROGRAM

#pragma vertex vert

#pragma fragment frag

ENDCG

}

}

FallBack "Diffuse"

} 代码语言:javascript复制Shader "SelfShader/Dissolve"

{

Properties

{

_MainColor("MainColor",COLOR)=(1,1,1,1)

_MainTex ("Texture", 2D) = "white" {}

_Noise("Noise",2D)="white"{}

_Dissolve("Dissolve",Vector)=(0.2,0.5,0.8)

_DissolveThread("DissolveThread",float)=0.2

_DissolveColor("DissolveColor",COLOR)=(1,1,1,1)

_DissolveColFactor("_DissolveColFactor",float)=2

_FlyFactor("FlyFactor",float)=3

}

SubShader

{

Tags { "RenderType"="Opaque" }

LOD 100

Pass

{

CGPROGRAM

#pragma vertex vert

#pragma fragment frag

#include "UnityCG.cginc"

#include "Lighting.cginc"

struct a2v

{

float4 vertex : POSITION;

float2 uv : TEXCOORD0;

fixed3 normal:NORMAL;

};

struct v2f

{

float2 uv : TEXCOORD0;

float4 pos : SV_POSITION;

fixed3 worldNormal:TEXCOORD1;

fixed3 worldPos:TEXCOORD2;

fixed3 objPos:TEXCOORD3;

};

sampler2D _Noise;

sampler2D _MainTex;

float4 _MainTex_ST;

fixed4 _MainColor;

fixed4 _Dissolve;

float _DissolveThread;

fixed4 _DissolveColor;

float _DissolveColFactor;

float _FlyFactor;

v2f vert (a2v v)

{

v2f o;

o.pos = UnityObjectToClipPos(v.vertex);

o.worldPos=mul((float3x3)unity_ObjectToWorld,v.vertex);

o.worldNormal=UnityObjectToWorldNormal(v.normal);

o.objPos=v.vertex;

o.uv = TRANSFORM_TEX(v.uv, _MainTex);

o.pos.xyz+=v.normal*saturate(_DissolveThread-_FlyFactor)*_FlyFactor;

return o;

}

fixed4 frag (v2f i) : SV_Target

{

fixed3 worldNor=normalize(i.worldNormal);

fixed3 lightDir=normalize(_WorldSpaceLightPos0.xyz);

fixed4 albedo = tex2D(_MainTex, i.uv)*_MainColor;

fixed4 noiseColor=tex2D(_Noise,i.uv);

float factor=noiseColor.r-_DissolveThread;

clip(factor);

fixed3 ambient=UNITY_LIGHTMODEL_AMBIENT.xyz*albedo.rgb;

fixed3 diffuse=_LightColor0.rgb*albedo.rgb*(0.5*dot(lightDir,worldNor)+0.5);

float lerpFactor=saturate(sign(_DissolveColFactor-factor));

return lerp(fixed4(ambient+diffuse,1),_DissolveColor,lerpFactor);

}

ENDCG

}

}

}

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