Unity&Shader案例篇—膨胀效果


原文链接 : http://www.manew.com/thread-99195-1-1.html


效果:

 



Shader "CgInUnity/Glow"
{
        Properties{
                _Color("Object's Color", Color) = (0, 1, 0, 1)
                _GlowColor("Glow's Color", Color) = (1, 0, 0, 0)
                _Strength("Glow Strength", Range(5.0, 1.0)) = 2.0
                _GlowRange("GlowRange",Range(0.1,1))=0.3
        }
                SubShader{
                Pass{
                Tags{ "LightMode" = "ForwardBase" }
 
                CGPROGRAM
 
#pragma vertex vert 
#pragma fragment frag
 
 
                 float4 _Color;
 
        float4 vert(float4 vertexPos : POSITION) : SV_POSITION{
                return mul(UNITY_MATRIX_MVP, vertexPos);
        }
 
                float4 frag(void) : COLOR{
                return _Color;
        }
 
        ENDCG
        }
 
                Pass{
                Tags{"LightMode" = "ForwardBase"        "Queue" = "Transparent"        "RenderType" = "Transparent"}
        //        Cull Front
                ZWrite Off
         
                Blend SrcAlpha OneMinusSrcAlpha
 
                CGPROGRAM
 
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
 
                 float4 _GlowColor;
                 float  _Strength;;
                 float _GlowRange;
        struct vInput {
                float4 vertex : POSITION;
                float4 normal : NORMAL;
        };
 
        struct v2f {
                float4 position : SV_POSITION;
                float4 col:COLOR;
        };
 
        v2f vert(vInput i) {
                v2f o;
 
                float4x4 modelMatrix = _Object2World;
                float4x4 modelMatrixInverse = _World2Object;
 
                float3 normalDirection = normalize(mul(i.normal, modelMatrixInverse)).xyz;
                float3 viewDirection = normalize(_WorldSpaceCameraPos - mul(modelMatrix, i.vertex).xyz);
 
                float4 pos = i.vertex + (i.normal * _GlowRange);
 
                o.position = mul(UNITY_MATRIX_MVP, pos);
                 
                float3 normalDirectionT = normalize(normalDirection);
                float3 viewDirectionT = normalize(viewDirection);
                float strength = abs(dot(viewDirectionT, normalDirectionT));
                float opacity = pow(strength, _Strength);
 
                float4 col = float4(_GlowColor.xyz, opacity);
 
                o.col = col;
 
                return o;
        }
 
        float4 frag(v2f i) : COLOR{
                 
                return i.col;
        }
 
                ENDCG
        }
        }
}


控制部分的C#代码:

using UnityEngine;
using System.Collections;
 
public class GlowControl : MonoBehaviour {
    private Material mat;
    private float value;
    [SerializeField]
    float speed=1;
 
        // Use this for initialization
        void Start () {
        mat = GetComponent<MeshRenderer>().sharedMaterial;
         
        }
         
        // Update is called once per frame
        void Update () {
 
        value = Mathf.PingPong(Time.time * speed, 5);
      ///  Debug.Log(value);
        mat.SetFloat("_Strength", value);
 
         
        }
}



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