Unity Shader - 羽化效果

原图

这里写图片描述

效果图

这里写图片描述

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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下面是一种实现边缘羽化效果Unity Shader代码: ``` Shader "Custom/EdgeBlur" { Properties { _MainTex ("Texture", 2D) = "white" {} _EdgeWidth ("Edge Width", Range(0.01, 1)) = 0.05 _EdgeColor ("Edge Color", Color) = (0,0,0,1) _BlurSize ("Blur Size", Range(0.1, 5)) = 1.0 } SubShader { Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct v2f { float2 uv : TEXCOORD0; float4 vertex : SV_POSITION; }; sampler2D _MainTex; float _EdgeWidth; float4 _EdgeColor; float _BlurSize; v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = v.uv; return o; } fixed4 frag (v2f i) : SV_Target { // Sample the texture fixed4 col = tex2D(_MainTex, i.uv); // Calculate the edge mask float4 edgeMask = 1 - smoothstep(_EdgeWidth, 0, col); // Apply the edge color col.rgb = lerp(col.rgb, _EdgeColor.rgb, edgeMask); // Apply the blur float blurAmount = _BlurSize * edgeMask.r; col.rgb = tex2D(_MainTex, i.uv + float2(blurAmount, 0)).rgb * 0.5; col.rgb += tex2D(_MainTex, i.uv - float2(blurAmount, 0)).rgb * 0.5; col.rgb = tex2D(_MainTex, i.uv + float2(0, blurAmount)).rgb * 0.5; col.rgb += tex2D(_MainTex, i.uv - float2(0, blurAmount)).rgb * 0.5; return col; } ENDCG } } FallBack "Diffuse" } ``` 这个Shader中使用了一个名为`smoothstep`的函数,它将一个阈值范围内的值映射到0到1之间的值。在这种情况下,我们使用它来生成一个边缘掩码,以便我们可以将边缘区域的颜色与主纹理颜色进行插值。然后,我们通过将纹理坐标偏移一定量来实现模糊效果

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