Shader实例(流光实现)

  • 2019 年 12 月 2 日
  • 筆記

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:

 //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:

 //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。

 //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"   }  
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  		}  	}  }