Unity Shader - 羽化效果
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2024-02-12 23:16:34
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原图
效果图
代码1:
//ps的羽化shader
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "ShaderDemo/feather"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_size("size",Vector) = (0.2,0.2,0,0)
_scale("menglong",Range(0,1)) = 0.01
_alpha("alpha",Range(0,1))=1
}
SubShader
{
Tags { "RenderType"="Transparent" }
Blend SrcAlpha OneMinusSrcAlpha
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
// make fog work
#pragma multi_compile_fog
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
UNITY_FOG_COORDS(1)
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _MainTex_ST;
float4 _size;
float _scale;
float _alpha;
v2f vert (appdata v)
{
v2f o;
o.vertex = mul(UNITY_MATRIX_MVP,v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
UNITY_TRANSFER_FOG(o,o.vertex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
// sample the texture
fixed4 col = tex2D(_MainTex, i.uv);
// apply fog
UNITY_APPLY_FOG(i.fogCoord, col);
fixed2 size = fixed2(_size.x,_size.y);
fixed2 dis2 = (fixed2(0.5,0.5) - i.uv);
float dx = dis2.x/size.x;
float dy = dis2.y/size.y;
float a = sqrt(dx*dx+dy*dy);
//float b = sqrt(pow(size.x+1,2) + pow(size.y+1,2));
col.a = 1-pow(a,8);
col.r =clamp(col.r+a*_scale,0,1);
col.g =clamp(col.g+a*_scale,0,1);
col.b =clamp(col.b+a*_scale,0,1);
col.a *= _alpha;
return col;
}
ENDCG
}
}
}
代码2:
//ps的羽化shader
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "ShaderDemo/feather"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_size("size",Vector) = (0.2,0.2,0,0)
_scale("menglong",Range(0,1)) = 0.01
_alpha("alpha",Range(0,1))=1
}
SubShader
{
Tags { "RenderType"="Transparent" }
Blend SrcAlpha OneMinusSrcAlpha
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
// make fog work
#pragma multi_compile_fog
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
UNITY_FOG_COORDS(1)
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _MainTex_ST;
float4 _size;
float _scale;
float _alpha;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
UNITY_TRANSFER_FOG(o,o.vertex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
// sample the texture
fixed4 col = tex2D(_MainTex, i.uv);
// apply fog
UNITY_APPLY_FOG(i.fogCoord, col);
fixed2 size = fixed2(_size.x,_size.y);
fixed2 dis2 = (fixed2(0.5,0.5) - i.uv);
float dx = dis2.x/size.x;
float dy = dis2.y/size.y;
float a = sqrt(dx*dx+dy*dy);
float b = sqrt(pow(size.x+1,2) + pow(size.y+1,2));
col.a = 1-a+b;
col.r =clamp(col.r+a*_scale,0,1);
col.g =clamp(col.g+a*_scale,0,1);
col.b =clamp(col.b+a*_scale,0,1);
col.a *= _alpha;
return col;
}
ENDCG
}
}
}
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