版权声明:本文为博主原创文章,遵循 CC 4.0 BY-SA 版权协议,转载请附上原文出处链接和本声明。
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
}
}
}