模型的扫描效果:一道光从人物模型身上扫过。
基本原理:从顶点着色器中取到模型空间的坐标y,然后在片元着色器中用这个坐标y,做动画即可
核心代码:
//模型空间坐标而非裁剪空间
o.uv.z = v.vertex.x;
fixed4 col = tex2D(_MainTex, i.uv);
//按在_Progress附近做一个光柱的渐变变的光柱,在C#代码中去修改_Pregress的值
if (i.uv.z > _Progress - halfWidth && i.uv.z < _Progress + halfWidth)
{
float dis = (halfWidth - abs(i.uv.z - _Progress)) / halfWidth;
col.rgb = col.rgb + _ScanColor * dis;
}
可用代码 :
Shader "mgo/scan_scene"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_Progress("Progress",Range(-2, 2)) = 0.2
_ScanColor("ScanColor", Color) = (1, 1, 1, 1)
}
SubShader
{
Tags { "RenderType"="Opaque" }
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
{
float3 uv : TEXCOORD0;
UNITY_FOG_COORDS(1)
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _MainTex_ST;
float _Progress;
float4 _ScanColor;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv.xy = TRANSFORM_TEX(v.uv, _MainTex);
o.uv.z = v.vertex.x;
UNITY_TRANSFER_FOG(o,o.vertex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
float halfWidth = 0.25;
fixed4 col = tex2D(_MainTex, i.uv);
if (i.uv.z > _Progress - halfWidth && i.uv.z < _Progress + halfWidth)
{
float dis = (halfWidth - abs(i.uv.z - _Progress)) / halfWidth;
col.rgb = col.rgb + _ScanColor * dis;
}
UNITY_APPLY_FOG(i.fogCoord, col);
return col;
}
ENDCG
}
}
}