Unity Shader消融效果
程序员文章站
2024-02-12 23:15:58
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原理:利用clip函数,通过测试的渲染,没通过测试的就不渲染,我们需要一个消融纹理来进行采样控制消融区域。为了控制消融效果,我们需要一个消融阈值。其次在消融边缘会有一些烧毁效果,我们需要一个烧毁纹理。为了控制烧毁的效果,还需要一个烧毁强度,最后为了控制烧毁边缘的范围,我们还需要一个烧毁长度
完整代码如下:
Shader "Disolve"
{
Properties
{
_Color ("Color", Color) = (1,1,1,1)
_MainTex ("Albedo (RGB)", 2D) = "white" {}
_Normal("Normal", 2D) = "bump" {}
_NormalScale("NormalScale", Range(0,5)) = 1
_Glossiness ("Smoothness", Range(0,1)) = 0.5
_Metallic ("Metallic", Range(0,1)) = 0.0
_DisolveTex("DisolveTex",2D) = "white"{} //消融纹理,用来控制消融区域
_Threshold("Threshold",Range(0,1)) = 0//消融阈值,用来控制消融程度
_EdgeLength("EdgeLength", Range(0,0.2)) = 0.1//消融边缘特效长度
_BurnTex("BurnTex", 2D) = "white"{}//烧毁纹理
_BurnInstensity("BurnInstensity", Range(0,5)) = 1//烧毁强度
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 200
CGPROGRAM
// Physically based Standard lighting model, and enable shadows on all light types
#pragma surface surf Standard fullforwardshadows
// Use shader model 3.0 target, to get nicer looking lighting
#pragma target 3.0
sampler2D _MainTex;
sampler2D _Normal;
half _NormalScale;
sampler2D _DisolveTex;
half _Threshold;
sampler2D _BurnTex;
half _EdgeLength;
half _BurnInstensity;
struct Input
{
float2 uv_MainTex;
float2 uv_Normal;
float2 uv_DisolveTex;
};
half _Glossiness;
half _Metallic;
fixed4 _Color;
// Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader.
// See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing.
// #pragma instancing_options assumeuniformscaling
UNITY_INSTANCING_BUFFER_START(Props)
// put more per-instance properties here
UNITY_INSTANCING_BUFFER_END(Props)
void surf (Input IN, inout SurfaceOutputStandard o)
{
// Albedo comes from a texture tinted by color
fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
o.Normal = UnpackScaleNormal(tex2D(_Normal, IN.uv_Normal),_NormalScale);
o.Albedo = c.rgb;
float cutout = tex2D(_DisolveTex, IN.uv_DisolveTex).r;
clip(cutout - _Threshold);//消融测试
float temp = saturate((cutout - _Threshold) / _EdgeLength);
fixed4 edgeColor = tex2D(_BurnTex,float2(temp,temp));
fixed4 finalColor = _BurnInstensity * lerp(edgeColor, fixed4(0,0,0,0), temp);
o.Emission = finalColor.rgb;
// Metallic and smoothness come from slider variables
o.Metallic = _Metallic;
o.Smoothness = _Glossiness;
o.Alpha = c.a;
}
ENDCG
}
FallBack "Diffuse"
}
效果图: