Unity shader常用动效合集(流动/遮罩/溶解/扰动/边缘光)

Shader "TAClass/CommonEffects"
{
    Properties
    {
        [Header(Render)]
        [Enum(UnityEngine.Rendering.BlendMode)]_SrcBlend("Src Blend",int) = 0
        [Enum(UnityEngine.Rendering.BlendMode)]_DstBlend("Dst Blend",int) = 0
        [Enum(UnityEngine.Rendering.CullMode)]_Cull ("Cull",int) = 0
        [Enum(Off,0,On,1)]_ZWrite("ZWrite",int) = 0
        [Enum(UnityEngine.Rendering.CompareFunction)]_ZTest("ZTest", int) = 0
        [Header(Stencil)]
        [ForceInt] 
        _StencilRef("StencilRef",float) = 0 
        [Enum(UnityEngine.Rendering.CompareFunction)] 
        _StencilComp("StencilComp",int) =0 
        [Enum(UnityEngine.Rendering.StencilOp)] 
        _StencilOp("StencilOp",int)=0 
        [ForceInt] 
        _StencilReadMask("ReadMask",int)=255 
        [ForceInt] 
        _StencilWriteMask("WriteMask",int)=255 
        [Header(Base)]
        _MainTex ("Base Texture", 2D) = "white" {}
        _BaseOperate("Speed(XY) Intensity(Z) Rotate(W)", vector) = (0, 0, 1, 0)

        [Header(Mask)]
        [Toggle]_MaskEnabled("Mask Enabled",int) = 0
        _MaskTex("MaskTex",2D) = "white"{}
        _MaskUVSpeed("MaskUVSpeed(XY)", vector) = (0, 0, 0, 0)

        [Header(Dissolve)]
        [Toggle]_DissolveEnabled("Dissolve Enabled",int) = 0
        _DissolveTex("DissolveTex", 2D) = "white"{}
        _Dissolve("Dissolve(Mask Tex.R)", Range(0.0001, 1)) = 0.3

        [Header(Distort)]
        [Toggle]_DistortEnabled("Distort Enabled",int) = 0
        _DistortTex("DistortTex",2D) = "white"{}
        _Distort("Distort",Range(0,1)) = 0
        _DistortUVSpeed("DistortUVSpeed(XY)",vector) = (0, 0, 0, 0)

        [Header(Rim)]
        [Toggle]_RimEnabled("Rim Enabled",int) = 0
        _RimColor ("Rim Color", Color) = (1,1,1,1)
		_RimPower ("Rim Power", Range(0.000001, 3.0)) = 0.1
        _RimIntensity("Rim Intensity", Range(0.00001, 1.0)) = 1
    }
    SubShader
    {
        Tags{"RenderType" = "Transparent"}
        Blend [_SrcBlend] [_DstBlend]
        Cull [_Cull]
        ZWrite [_ZWrite]
        ZTest [_ZTest]

        Stencil
        { 
            Ref [_StencilRef] 
            Comp[_StencilComp] 
            Pass[_StencilOp] 
            ReadMask[_StencilReadMask] 
            WriteMask[_StencilWriteMask] 
        }

        Pass
        {
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            #pragma shader_feature _ _MASKENABLED_ON
            #pragma shader_feature _ _DISSOLVEENABLED_ON
            #pragma shader_feature _ _DISTORTENABLED_ON
            #pragma shader_feature _ _RIMENABLED_ON

            #include "UnityCG.cginc"

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

            struct v2f
            {
                float4 uv : TEXCOORD0;
                float4 vertex : SV_POSITION;
                float4 uv1 : TEXCOORD1;
                float3 worldNormal : TEXCOORD2;
                float3 worldViewDir : TEXCOORD3;
            };

            sampler2D _MainTex;
            float4 _MainTex_ST, _BaseOperate;
            sampler2D _MaskTex;
            float4 _MaskTex_ST;
            float4 _MaskUVSpeed;
            sampler2D _DissolveTex;
            float4 _DissolveTex_ST;
            float _Dissolve;
            sampler2D _DistortTex;
            float4 _DistortTex_ST, _DistortUVSpeed, _RimColor;
            float _Distort, _RimPower, _RimIntensity, _BreatheIntensity;


            v2f vert (appdata v)
            {
                v2f o;
                o.vertex = UnityObjectToClipPos(v.vertex);
                float2 uv = TRANSFORM_TEX(v.uv, _MainTex) + float2(_BaseOperate.xy) * _Time.y;
                uv = uv - float2(0.5, 0.5);
                uv = float2(uv.x * cos(_BaseOperate.w) - uv.y * sin(_BaseOperate.w), 
                            uv.x * sin(_BaseOperate.w) + uv.y * cos(_BaseOperate.w));
                
                o.uv.xy = uv + float2(0.5, 0.5);
                #if _MASKENABLED_ON
                    o.uv.zw = TRANSFORM_TEX(v.uv,_MaskTex) + float2(_MaskUVSpeed.xy) * _Time.y;
                #endif
                # if _DISSOLVEENABLED_ON
                    o.uv1.xy = TRANSFORM_TEX(v.uv, _DissolveTex);
                #endif
                #if _DISTORTENABLED_ON
                    o.uv1.zw = TRANSFORM_TEX(v.uv,_DistortTex) + float2(_DistortUVSpeed.xy) * _Time.y;
                #endif
                o.worldNormal = normalize(mul(v.normal, (float3x3)unity_WorldToObject));
				float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
				o.worldViewDir = normalize(_WorldSpaceCameraPos.xyz - worldPos);
                return o;
            }

            fixed4 frag (v2f i) : SV_Target
            {
                 float2 distort = i.uv.xy;

                #if _DISTORTENABLED_ON
                    fixed4 distortTex = tex2D(_DistortTex,i.uv1.zw);
                    distort = lerp(i.uv.xy, distortTex, _Distort);
                #endif

                fixed4 col = tex2D(_MainTex, distort) * _BaseOperate.z;
                #if _MASKENABLED_ON
                    fixed maskTex = tex2D(_MaskTex,i.uv.zw);
                    col *= maskTex;
                #endif
                
                #if _DISSOLVEENABLED_ON
                    fixed4 dissolveTex = tex2D(_DissolveTex,i.uv1.xy);
                    clip(dissolveTex.r - _Dissolve);
                #endif

                #if _RIMENABLED_ON
                    float rim = 1 - max(0, dot(i.worldViewDir, i.worldNormal));
				    fixed3 rimColor = _RimColor * pow(rim, 1 /_RimPower) * _RimIntensity;
                    col.rgb += rimColor;
                #endif
                return col;
            }
            ENDCG
        }
    }
}

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