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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:
Unity Shader消融效果