Unity Shader 基础溶解效果

2022-08-29 16:07:51 浏览数 (1)

溶解效果实现首先需要一张噪点贴图,在网上随便下了一张:

创建Dissolve.shader,添加基础属性:

代码语言:javascript复制
Properties
{
    _MainTex ("Main Texture", 2D) = "white" {}
    //噪点贴图
    _DissolveTex("Dissolve Texture", 2D) = "white" {}
    //阈值
    _DissolveThreshold("Dissolve Threshold", Range(0, 1)) = 0
}

Dissolve Threshold阈值,用于控制溶解的进度,声明在Properties中,即可在Inspector面板进行控制:

在CGPROGRAM和ENDCG中声明顶点函数和片元函数,添加UnityCG.cginc,其中包含了Unity Shader内置的一些函数。

代码语言:javascript复制
CGPROGRAM
#pragma vertex vert
#pragma fragment frag

#include "UnityCG.cginc"
ENDCG

声明数据结构a2v,将其作为参数传递给vert顶点函数,v2f将vertex中输出的数据传递到frag片元函数:

代码语言:javascript复制
struct a2v
{
    float4 vertex : POSITION;
    float2 uv : TEXCOORD0;
};

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

POSITION语义指顶点位置,TEXCOORD0语义指uv信息,SV_POSITION语义用于标识经过顶点着色器变换之后的顶点位置。

在CG中获取属性:

代码语言:javascript复制
sampler2D _MainTex;
sampler2D _DissolveTex;
float _DissolveThreshold;

最终编写顶点函数和片元函数:

代码语言:javascript复制
v2f vert(a2v v)
{
    v2f o;
    o.position = UnityObjectToClipPos(v.vertex);
    o.uv = v.uv;
    return o;
}

fixed4 frag(v2f i) : SV_TARGET
{
    float4 texColor = tex2D(_MainTex, i.uv);
    float4 dissolveColor = tex2D(_DissolveTex, i.uv);
    clip(dissolveColor.rgb - _DissolveThreshold);
    return texColor;
}

片元函数中clip函数用于将参数小于0的像素点丢弃,当溶解阈值从0到1逐渐变大时,像素点逐渐被完全丢弃,最终实现简单的溶解效果,以下为完整代码:

代码语言:javascript复制
Shader "Custom/Dissolve"
{
    Properties
    {
        _MainTex ("Main Texture", 2D) = "white" {}
        _DissolveTex("Dissolve Texture", 2D) = "white" {}
        _DissolveThreshold("Dissolve Threshold", Range(0, 1)) = 0
    }
    SubShader
    {
        Pass
        {
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag

            #include "UnityCG.cginc"

            struct a2v
            {
                float4 vertex : POSITION;
                float2 uv : TEXCOORD0;
            };

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

            sampler2D _MainTex;
            sampler2D _DissolveTex;
            float _DissolveThreshold;

            v2f vert(a2v v)
            {
                v2f o;
                o.position = UnityObjectToClipPos(v.vertex);
                o.uv = v.uv;
                return o;
            }

            fixed4 frag(v2f i) : SV_TARGET
            {
                float4 texColor = tex2D(_MainTex, i.uv);
                float4 dissolveColor = tex2D(_DissolveTex, i.uv);
                clip(dissolveColor.rgb - _DissolveThreshold);
                return texColor;
            }
            ENDCG
        }
    }
}

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