一、消融效果
// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
Shader "MilkShader/15/Dissolve"
{
Properties
{
//控制消融程度: 0 为正常效果, 为1会完全消融
_BurnAmount ("Burn Amount", Range(0.0, 1.0)) = 0.0
//控制模拟烧焦效果时的线宽 值越大 火焰边缘的蔓延范围越广
_LineWidth ("Burn Line Width", Range(0.0, 0.2)) = 0.1
//物体原本的漫反射纹理
_MainTex ("Base (RGB)", 2D) = "white"{}
//物体原本的法线纹理
_BumpMap ("Normal Map", 2D) ="bump"{}
//火焰边缘的第一种颜色
_BurnFirstColor ("Burn First Color", Color) = (1,0,0,1)
//火焰边缘的第二种颜色
_BurnSecondColor ("Burn Second Color", Color) = (1,0,0,1)
//噪声纹理
_BurnMap("Burn Map", 2D) = "white"{}
}
SubShader
{
Tags { "RenderType" = "Opaque" "Queue" = "Geometry"}
Cull Off
Pass
{
Tags { "LightMode" = "ForwardBase" }
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_fwdbase
#include "UnityCG.cginc"
#include "Lighting.cginc"
#include "AutoLight.cginc"
struct appdata
{
float4 vertex : POSITION;
float3 normal : NORMAL;
float4 tangent : TANGENT;
float2 texcoord : TEXCOORD0;
};
struct v2f
{
float4 pos : SV_POSITION;
float2 uvMainTex : TEXCOORD0;
float2 uvBumpMap : TEXCOORD1;
float2 uvBurnMap: TEXCOORD2;
float3 lightDir : TEXCOORD3;
float3 worldPos : TEXCOORD4;
SHADOW_COORDS(5)
};
fixed _BurnAmount;
fixed _LineWidth;
sampler2D _MainTex;
float4 _MainTex_ST;
sampler2D _BumpMap;
float4 _BumpMap_ST;
fixed4 _BurnFirstColor;
fixed4 _BurnSecondColor;
sampler2D _BurnMap;
float4 _BurnMap_ST;
v2f vert (appdata v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uvMainTex = TRANSFORM_TEX(v.texcoord, _MainTex);
o.uvBumpMap = TRANSFORM_TEX(v.texcoord, _BumpMap);
o.uvBurnMap = TRANSFORM_TEX(v.texcoord, _BurnMap);
TANGENT_SPACE_ROTATION;
o.lightDir = mul(rotation, ObjSpaceLightDir(v.vertex)).xyz;
o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
TRANSFER_SHADOW(o);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed3 burn = tex2D(_BurnMap, i.uvBurnMap).rgb;
clip(burn.r - _BurnAmount);
fixed3 tangentLightDir = normalize(i.lightDir);
fixed3 tangentNormal = UnpackNormal(tex2D(_BumpMap, i.uvBumpMap));
fixed3 albedo = tex2D(_MainTex, i.uvMainTex).rgb;
fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz * albedo;
fixed3 diffuse = _LightColor0.rgb * albedo * max(0, dot(tangentNormal, tangentLightDir));
fixed t = 1 - smoothstep(0.0, _LineWidth, burn.r - _BurnAmount);
fixed3 burnColor = lerp(_BurnFirstColor, _BurnSecondColor, t);
burnColor = pow(burnColor, 5);
UNITY_LIGHT_ATTENUATION(atten, i, i.worldPos);
fixed3 finalColor = lerp(ambient + diffuse * atten, burnColor, t * step(0.0001, _BurnAmount));
return fixed4(finalColor, 1);
}
ENDCG
}
Pass {
Tags
{
"LightMode" = "ShadowCaster"
}
CGPROGRAM
#include "UnityCG.cginc" //下面三个宏都是这个文件中的
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_shadowcaster
sampler2D _BurnMap;
float4 _BurnMap_ST;
fixed _BurnAmount;
struct v2f{
//阴影计算的变量
V2F_SHADOW_CASTER;
//噪声纹理坐标
float2 uvBurnMap : TEXCOORD1;
};
v2f vert(appdata_base v){
v2f o;
//计算并赋值阴影的变量(在顶点输入变量appdata_base中拥有vertex和normal进行计算阴影,并且变量名必须是v,计算结果会存入o的阴影变量中)
//TRANSFER_SHADOW_CASTER_NORMALOFFSET(o)
TRANSFER_SHADOW_CASTER_NORMALOFFSET(o)
o.uvBurnMap = TRANSFORM_TEX(v.texcoord, _BurnMap);
return o;
}
fixed4 frag(v2f i):SV_Target{
//裁剪
fixed3 burn = tex2D(_BurnMap, i.uvBurnMap).rgb;
clip(burn.r - _BurnAmount);
//阴影计算输出到深度图和阴影映射图
SHADOW_CASTER_FRAGMENT(i)
}
ENDCG
}
}
FallBack "Diffuse"
}
二、水波纹效果
原理:环境反射和折射
// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
Shader "MilkShader/15/WaterWave"
{
Properties
{
_Color("Color", Color) = (0, 0.15, 0.115, 1)
_MainTex ("Texture", 2D) = "white" {}
_WaveMap("Wave Map", 2D) = "bump"{}
_Cubemap("Env CubeMap", Cube) = "_Skybox"{}
_WaveXSpeed("Wave H Speed", Range(-0.1, 0.1)) = 0.01
_WaveYSpeed("Wave V Speed", Range(-0.1 ,0.1)) = 0.01
_Distortion("Distortion", Range(0, 100)) = 10
}
SubShader
{
Tags { "Queue" = "Transparent" "RenderType" = "Opaque" }
GrabPass { "_RefractionTex"}
LOD 100
Pass
{
Tags{"LightMode" = "ForwardBase"}
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_fwdbase
#include "UnityCG.cginc"
#include "Lighting.cginc"
fixed4 _Color;
sampler2D _MainTex;
float4 _MainTex_ST;
sampler2D _WaveMap;
float4 _WaveMap_ST;
samplerCUBE _Cubemap;
fixed _WaveXSpeed;
fixed _WaveYSpeed;
float _Distortion;
sampler2D _RefractionTex;
float4 _RefractionTex_TexelSize;
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
float3 normal : NORMAL;
float4 tangent : TANGENT;
};
struct v2f
{
float4 pos : SV_POSITION;
float4 srcPos : TEXCOORD0;
float4 uv : TEXCOORD1;
float4 TtoW0 : TEXCOORD2;
float4 TtoW1 : TEXCOORD3;
float4 TtoW2 : TEXCOORD4;
};
v2f vert (appdata v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv.xy = TRANSFORM_TEX(v.uv, _MainTex);
o.uv.zw = TRANSFORM_TEX(v.uv, _WaveMap);
o.srcPos = ComputeGrabScreenPos(o.pos);
float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);
fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);
fixed3 worldBinormal = cross(worldNormal, worldTangent) * v.tangent.w;
o.TtoW0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);
o.TtoW1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);
o.TtoW2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
float3 worldPos = float3(i.TtoW0.w, i.TtoW1.w, i.TtoW2.w);
fixed3 viewDir = normalize(UnityWorldSpaceViewDir(worldPos));
float2 speed = _Time.y * float2(_WaveXSpeed, _WaveYSpeed);
fixed3 bump1 = UnpackNormal(tex2D(_WaveMap, i.uv.zw + speed)).rgb;
fixed3 bump2 = UnpackNormal(tex2D(_WaveMap, i.uv.zw - speed)).rgb;
fixed3 bump = normalize(bump1 + bump2);
float2 offset = bump.xy * _Distortion * _RefractionTex_TexelSize.xy;
i.srcPos.xy = offset * i.srcPos.z + i.srcPos.xy;
fixed3 refrCol = tex2D(_RefractionTex, i.srcPos.xy / i.srcPos.w).rgb;
bump = normalize(half3(dot(i.TtoW0.xyz, bump), dot(i.TtoW1.xyz, bump), dot(i.TtoW2.xyz, bump)));
fixed4 texColor = tex2D(_MainTex, i.uv.xy + speed);
fixed3 reflDir = reflect(-viewDir, bump);
fixed3 reflCol = texCUBE(_Cubemap, reflDir).rgb * texColor.rgb * _Color.rgb;
fixed fresnel = pow(1 - saturate(dot(viewDir, bump)), 4);
fixed3 finalCol = reflCol * fresnel + refrCol * (1 - fresnel);
return fixed4(finalCol, 1);
}
ENDCG
}
}
}
这个渲染的对象是一个Plane物体
三、混入噪声的雾效
1、摄像机物体身上的脚本:
using UnityEngine;
using System.Collections;
public class FogWithNoise : PostEffectsBase {
public Shader fogShader;
private Material fogMaterial = null;
public Material material {
get {
fogMaterial = CheckShaderAndCreateMaterial(fogShader, fogMaterial);
return fogMaterial;
}
}
private Camera myCamera;
public Camera camera {
get {
if (myCamera == null) {
myCamera = GetComponent<Camera>();
}
return myCamera;
}
}
private Transform myCameraTransform;
public Transform cameraTransform {
get {
if (myCameraTransform == null) {
myCameraTransform = camera.transform;
}
return myCameraTransform;
}
}
[Range(0.1f, 3.0f)]
public float fogDensity = 1.0f;
public Color fogColor = Color.white;
public float fogStart = 0.0f;
public float fogEnd = 2.0f;
public Texture noiseTexture;
[Range(-0.5f, 0.5f)]
public float fogXSpeed = 0.1f;
[Range(-0.5f, 0.5f)]
public float fogYSpeed = 0.1f;
[Range(0.0f, 3.0f)]
public float noiseAmount = 1.0f;
void OnEnable() {
GetComponent<Camera>().depthTextureMode |= DepthTextureMode.Depth;
}
void OnRenderImage (RenderTexture src, RenderTexture dest) {
if (material != null) {
Matrix4x4 frustumCorners = Matrix4x4.identity;
float fov = camera.fieldOfView;
float near = camera.nearClipPlane;
float aspect = camera.aspect;
float halfHeight = near * Mathf.Tan(fov * 0.5f * Mathf.Deg2Rad);
Vector3 toRight = cameraTransform.right * halfHeight * aspect;
Vector3 toTop = cameraTransform.up * halfHeight;
Vector3 topLeft = cameraTransform.forward * near + toTop - toRight;
float scale = topLeft.magnitude / near;
topLeft.Normalize();
topLeft *= scale;
Vector3 topRight = cameraTransform.forward * near + toRight + toTop;
topRight.Normalize();
topRight *= scale;
Vector3 bottomLeft = cameraTransform.forward * near - toTop - toRight;
bottomLeft.Normalize();
bottomLeft *= scale;
Vector3 bottomRight = cameraTransform.forward * near + toRight - toTop;
bottomRight.Normalize();
bottomRight *= scale;
frustumCorners.SetRow(0, bottomLeft);
frustumCorners.SetRow(1, bottomRight);
frustumCorners.SetRow(2, topRight);
frustumCorners.SetRow(3, topLeft);
material.SetMatrix("_FrustumCornersRay", frustumCorners);
material.SetFloat("_FogDensity", fogDensity);
material.SetColor("_FogColor", fogColor);
material.SetFloat("_FogStart", fogStart);
material.SetFloat("_FogEnd", fogEnd);
material.SetTexture("_NoiseTex", noiseTexture);
material.SetFloat("_FogXSpeed", fogXSpeed);
material.SetFloat("_FogYSpeed", fogYSpeed);
material.SetFloat("_NoiseAmount", noiseAmount);
Graphics.Blit (src, dest, material);
} else {
Graphics.Blit(src, dest);
}
}
}
2、Fog Shader 渲染雾的Shader:
原理:从噪声纹理随机采样出的噪声值作为雾浓度的强度系数进行模拟更逼真的雾效果
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Unity Shaders Book/Chapter 15/Fog With Noise" {
Properties {
_MainTex ("Base (RGB)", 2D) = "white" {}
_FogDensity ("Fog Density", Float) = 1.0
_FogColor ("Fog Color", Color) = (1, 1, 1, 1)
_FogStart ("Fog Start", Float) = 0.0
_FogEnd ("Fog End", Float) = 1.0
_NoiseTex ("Noise Texture", 2D) = "white" {}
_FogXSpeed ("Fog Horizontal Speed", Float) = 0.1
_FogYSpeed ("Fog Vertical Speed", Float) = 0.1
_NoiseAmount ("Noise Amount", Float) = 1
}
SubShader {
CGINCLUDE
#include "UnityCG.cginc"
float4x4 _FrustumCornersRay;
sampler2D _MainTex;
half4 _MainTex_TexelSize;
sampler2D _CameraDepthTexture;
half _FogDensity;
fixed4 _FogColor;
float _FogStart;
float _FogEnd;
sampler2D _NoiseTex;
half _FogXSpeed;
half _FogYSpeed;
half _NoiseAmount;
struct v2f {
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
float2 uv_depth : TEXCOORD1;
float4 interpolatedRay : TEXCOORD2;
};
v2f vert(appdata_img v) {
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = v.texcoord;
o.uv_depth = v.texcoord;
#if UNITY_UV_STARTS_AT_TOP
if (_MainTex_TexelSize.y < 0)
o.uv_depth.y = 1 - o.uv_depth.y;
#endif
int index = 0;
if (v.texcoord.x < 0.5 && v.texcoord.y < 0.5) {
index = 0;
} else if (v.texcoord.x > 0.5 && v.texcoord.y < 0.5) {
index = 1;
} else if (v.texcoord.x > 0.5 && v.texcoord.y > 0.5) {
index = 2;
} else {
index = 3;
}
#if UNITY_UV_STARTS_AT_TOP
if (_MainTex_TexelSize.y < 0)
index = 3 - index;
#endif
o.interpolatedRay = _FrustumCornersRay[index];
return o;
}
fixed4 frag(v2f i) : SV_Target {
float linearDepth = LinearEyeDepth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, i.uv_depth));
float3 worldPos = _WorldSpaceCameraPos + linearDepth * i.interpolatedRay.xyz;
float2 speed = _Time.y * float2(_FogXSpeed, _FogYSpeed);
float noise = (tex2D(_NoiseTex, i.uv + speed).r - 0.5) * _NoiseAmount;
float fogDensity = (_FogEnd - worldPos.y) / (_FogEnd - _FogStart);
fogDensity = saturate(fogDensity * _FogDensity * (1 + noise));
fixed4 finalColor = tex2D(_MainTex, i.uv);
finalColor.rgb = lerp(finalColor.rgb, _FogColor.rgb, fogDensity);
return finalColor;
}
ENDCG
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
ENDCG
}
}
FallBack Off
}
噪声纹理: