shader冰冻效果

在这里插入图片描述
下面是shader的代码:

Shader "Forzen/FrozenEffect_myself"
{
    Properties
    {
        [Header(Main infos)]
        _MainTex ("Albedo", 2D) = "white" {}
        _SpeculatTint("specular color",Color) = (0.5,0.5,0.5)
        _Smoothness("smoothness",Range(0,1)) = 0.1
        _Metallic("metallic",Range(0,1)) = 0
        _BumpMap("Normal map",2D) = "bump"{}

        [HDR]_Emission("emission",color)= (0,0,0,0)
        _Occlusion("_Occlusion",Range(0,1)) = 1

        _FrozenProgress("_FrozenProgress",Range(0,1)) = 1
        _ForzenRegionSize("_ForzenRegionSize",Range(0,1))= 0.3
        _ForzenDir("_ForzenDir ",vector) = (0,1,0,0)

        _PosMinMax("_PosMinMax",vector) = (0,1,0,0)



        [Header(Ice Colors)]
        [NoScaleOffset] _IceTex(" iceTexture",2D) = "white"{}
        [NoScaleOffset]_IceNormal("ice normal",2D) = "bump"{}
        _IceTiling(" ice tiling  ",Range(0,10)) = 1
        _IceSpecularSmoothness("ice specular smoothness",vector) =(0.3,0.3,0.3,0.8) 
        _IceColorFactor("ice color factor",Range(0,1))=1
        _IceDesaturate(" ice desaturate ",Range(0,1))=1




        [Header(Fresnal)]
        _FresnalPower ("fresnal power",Range(1,30)) = 1
        _FresnalScaler ("fresnal Scaler",Range(0,1)) = 1
        [HDR]_FresnalColor("fresnal color",color) = (0,0,0,0)

        
        


    }


    SubShader
    {
        Pass
        {
            Tags{ "RenderType"="Opaque" "LightMode"="ForwardBase"}
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            #pragma target 3.0           
            #define _FORWADR_BASE
            #pragma multi_compile_fwdbase
            #pragma multi_compile_fog
            #include "UnityCG.cginc"
            #include "UnityPBSLighting.cginc" // PBS
            #include "AutoLight.cginc"

            sampler2D _MainTex;
            float4 _MainTex_ST;

            sampler2D _BumpMap;

            float _Smoothness;

            float _Metallic;
            float4 _SpeculatTint;


            sampler2D _IceTex;
            sampler2D _IceNormal;
            float4 _IceSpecularSmoothness;
            float _IceColorFactor;
            float _IceDesaturate;
            float _IceTiling;
            

            float _FresnalPower;
            float _FresnalScaler;
            float4 _FresnalColor;
            float _FrozenProgress;
            float _ForzenRegionSize;

            float4 _ForzenDir;
            float4 _PosMinMax;


            struct appdata
            {
                float4 vertex : POSITION;
                float2 uv : TEXCOORD0;
                float4 tangent : TANGENT;
                float3 normal : NORMAL;
            };  

            struct v2f
            {
                float4 pos : SV_POSITION;
                float2 uv : TEXCOORD0;
                float3 normal : TEXCOORD1;
                float4 worldPos : TEXCOORD2;

                float3 T2WRow0 : TEXCOORD3;
                float3 T2WRow1 : TEXCOORD4;
                float3 T2WRow2 : TEXCOORD5;
            };
            float Remap(float oa,float ob,float na,float nb,float val)
            {
	            return (val-oa)/(ob-oa) * (nb-na) + na;
            }

            v2f vert(appdata v)
            {
                v2f o;
                o.pos = UnityObjectToClipPos(v.vertex);
                o.uv = TRANSFORM_TEX(v.uv,_MainTex);
                o.worldPos = mul(unity_ObjectToWorld,v.vertex);
                float3 normal = UnityObjectToWorldNormal(v.normal);
                o.normal  = normal;
                float3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);
                float3 worldBionT = cross(worldTangent,normal) * v.tangent.w *  unity_WorldTransformParams.w;

                o.T2WRow0 = float3(worldTangent.x,worldBionT.x,normal.x);
                o.T2WRow1 = float3(worldTangent.y,worldBionT.y,normal.y);
                o.T2WRow2 = float3(worldTangent.z,worldBionT.z,normal.z);
                return o;
            } 


            fixed4 frag(v2f i) : SV_Target
            {
                float3 worldPos = i.worldPos;
                // main normal
                fixed3 mainNormal = UnpackNormal(tex2D(_BumpMap,i.uv)).xyz;
                float3 mainWorldNormal = fixed3(dot(mainNormal,i.T2WRow0),dot(mainNormal,i.T2WRow1),dot(mainNormal,i.T2WRow2));

                // ice normal
                float2 iceUV = i.uv * _IceTiling;         
                fixed3 iceNormal = UnpackNormal(tex2D(_IceNormal,iceUV)).xyz;
                float3 IceWorldNormal = fixed3(dot(iceNormal,i.T2WRow0),dot(iceNormal,i.T2WRow1),dot(iceNormal,i.T2WRow2));
                
                // 混合后的法线
                float3 worldNormal = BlendNormals(mainWorldNormal,IceWorldNormal * 5);


                float progress = _FrozenProgress;
                
                
                float3 rootPos = mul(unity_ObjectToWorld,float4(0,0,0,1)).xyz;

                float3 diffPos = worldPos - rootPos;

                float  pdDir = dot(diffPos,_ForzenDir);
                




                // Remap映射函数 将0,2  映射到 0,1 的范围内
                float forzenModelProgress = Remap(_PosMinMax.x,_PosMinMax.y,0,1,pdDir);

                progress = smoothstep(forzenModelProgress - _ForzenRegionSize,forzenModelProgress,_FrozenProgress);


                float smoothness = lerp(_Smoothness,_IceSpecularSmoothness.a,progress);
                float3 specularTint = lerp(_SpeculatTint.rgb,_IceSpecularSmoothness.rgb,progress);


                float3 viewDir = UnityWorldSpaceViewDir(worldPos);
                float3 lightDir = UnityWorldSpaceLightDir(worldPos);

                // diffuse
                float3 diffTerm = saturate(dot(worldNormal,lightDir)) * _LightColor0.rgb;

                // specular
                float3 halfDir = normalize(viewDir + lightDir);
                float3 specTerm = saturate(pow(dot(worldNormal,halfDir),smoothness));

                //
                float4 albedo = tex2D(_MainTex,i.uv);
                float oneMinusReflectivity;
                albedo.rgb = DiffuseAndSpecularFromMetallic(albedo,_Metallic,specularTint,oneMinusReflectivity);
                float3 directColor = albedo.rgb * diffTerm + specTerm*specularTint;

                // fresnal  在用法线计算的时候,dot的时候,结果可能为负数,一定要限制在(0,1)之间
                float3 fresnalColor =   pow(1 -saturate(dot(worldNormal,viewDir)), _FresnalPower) * _FresnalScaler * _FresnalColor.rgb;

                // Ice color                       
                float3 iceColor = tex2D(_IceTex,iceUV).rbg;
                // 将颜色提纯
                float3 iceDesaturateColor = dot(iceColor,float3(0.299,0.587,0.114));
                iceColor = lerp(iceColor,iceDesaturateColor,_IceDesaturate) * _IceColorFactor;
                float3 emissionColor = lerp(float3(0,0,0),iceColor + fresnalColor,progress);
                //
                return float4(emissionColor+ directColor,1);

            }

            ENDCG  
        }
    }
}

用到的函数:
(1)Remap函数
(2)SmoothStep函数
上面有些属性定义了,但是没有使用,后面再慢慢补充吧。。。
(3)冰冻的起始方向可以调整,有兴趣的自己慢慢试吧,主要就是Remap的参数
最近有点飘,动力不足,不多说了,好好干,结果不会陪你演戏!
打算把pbr流程整理一遍,加油吧。。。。。

百度云链接
链接: https://pan.baidu.com/s/1NZmuZBv2NRtmP2wUS-x_MQ 提取码: bjg7

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