读了《Unity Shader入门精要》后,下了ShadowGun 的demo来学习下。
说明
标记为转载的原因是因为不知道如何去找准确的顺序去看Shadow Gun,所以学习的顺序是按照Candy Cat的学习顺序看的。https://blog.csdn.net/candycat1992
冒烟效果
之前冒烟的效果都是用粒子做的,但是消耗很大,而Shadow Gun里的冒烟使用了扭曲的mesh加shader做的,性能会好很多。
源码
Shader "CrazyShader/Fire"
{
Properties
{
_MainTex ("Base layer (RGB)", 2D) = "white" {}
_DetailTex ("2nd layer (RGB)", 2D) = "white" {}
_ScrollX ("Base layer Scroll speed X", Float) = -2
_ScrollY ("Base layer Scroll speed Y", Float) = -0.5
_Scroll2X ("2nd layer Scroll speed X", Float) = 0.0
_Scroll2Y ("2nd layer Scroll speed Y", Float) = -0.3
_SineAmplX ("Base layer sine amplitude X",Float) = 0.005
_SineAmplY ("Base layer sine amplitude Y",Float) = 0.005
_SineFreqX ("Base layer sine freq X",Float) = 250
_SineFreqY ("Base layer sine freq Y",Float) = 250
_SineAmplX2 ("2nd layer sine amplitude X",Float) = 0.005
_SineAmplY2 ("2nd layer sine amplitude Y",Float) = 0.0
_SineFreqX2 ("2nd layer sine freq X",Float) = 200
_SineFreqY2 ("2nd layer sine freq Y",Float) = 10
_Color("Color", Color) = (1,1,1,1)
_MMultiplier ("Layer Multiplier", Float) = 2.0
}
SubShader
{
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
Blend SrcAlpha OneMinusSrcAlpha
Cull Off
Lighting Off
ZWrite Off
LOD 100
CGINCLUDE
#include "UnityCG.cginc"
sampler2D _MainTex;
sampler2D _DetailTex;
float4 _MainTex_ST;
float4 _DetailTex_ST;
float4 _Color;
float _ScrollX;
float _ScrollY;
float _Scroll2X;
float _Scroll2Y;
float _SineAmplX;
float _SineAmplY;
float _SineFreqX;
float _SineFreqY;
float _SineAmplX2;
float _SineAmplY2;
float _SineFreqX2;
float _SineFreqY2;
float _MMultiplier;
struct v2f
{
float4 pos : SV_POSITION;
float4 uv : TEXCOORD0;
fixed4 color : TEXCOORD1;
};
v2f vert(appdata_full v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv.xy = TRANSFORM_TEX(v.texcoord.xy, _MainTex) + frac(float2(_ScrollX, _ScrollY) * _Time);
o.uv.zw = TRANSFORM_TEX(v.texcoord.xy, _DetailTex) + frac(float2(_Scroll2X, _Scroll2Y) * _Time);
o.uv.x += sin(_Time * _SineFreqX) * _SineAmplX;
o.uv.y += sin(_Time * _SineFreqY) * _SineAmplY;
o.uv.z += sin(_Time * _SineFreqX2) * _SineAmplX2;
o.uv.w += sin(_Time * _SineFreqY2) * _SineAmplY2;
o.color = _MMultiplier * _Color * v.color;
return o;
}
ENDCG
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
fixed4 frag(v2f i) : COLOR
{
fixed4 o;
fixed4 tex = tex2D(_MainTex, i.uv.xy);
fixed4 tex2 = tex2D(_DetailTex, i.uv.zw);
o = tex * tex2 * i.color;
return o;
}
ENDCG
}
}
}
备注
1.如果不使用两张图片叠加的话,就会显得太亮,没有浓烟的感觉
2.SG里面的参数,不知道是怎么调出来的,按照原始Shader里的参数,图像会因为正弦函数导致画面呈现往复效果
3.关于Tag,一般含有Alpha的Shader的Tag大多都是这样的
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
问题:
这里有些问题,烦请路过的大神们给个解答
1.原代码中用了CGINCLUDE,但是不知道这个宏的意思是什么,能说明下吗?
2.效果中的火焰除去贴图是有颜色的,应该是v.color自带的,那v.color是怎么设置的呢?