Unity通过AmplifyShaderEditor实现溶解效果

Shader通过AmplifyShaderEditor进行实现,后面也会贴上shader代码

效果图

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整体Shader Editor

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具体节点介绍

贴图节点

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说明
Model:对象和引用
Type:属性和全局
Name:节点名称
Property Name: 变量名称
Default Texture: 白
Mip Mode:Mipmap设置
Unpack Normal Map:解压缩法线贴图
Default Value: 默认材质贴图

常数节点

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四则运算(+ - * /)

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Add:A+B
Subtract:A-B
Multiply:A*B
Divide:A/B

通道附加、组件遮罩、组件拆分

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数学运算

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Texture Coordinates(UV坐标)

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偏移器

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代码

// Made with Amplify Shader Editor
// Available at the Unity Asset Store - http://u3d.as/y3X 
Shader "Rongjie"
{
	Properties
	{
		_TextureSample0("Texture Sample 0", 2D) = "white" {}
		_TextureSample1("Texture Sample 1", 2D) = "white" {}
		_Float0("Float 0", Range( 0 , 1.05)) = 0.7862862
		[HideInInspector] _texcoord( "", 2D ) = "white" {}

	}
	
	SubShader
	{
		
		
		Tags { "RenderType"="Transparent" "Queue"="Transparent" }
	LOD 100

		CGINCLUDE
		#pragma target 3.0
		ENDCG
		Blend SrcAlpha OneMinusSrcAlpha
		AlphaToMask Off
		Cull Back
		ColorMask RGBA
		ZWrite Off
		ZTest LEqual
		Offset 0 , 0
		
		
		
		Pass
		{
			Name "Unlit"
			Tags { "LightMode"="ForwardBase" }
			CGPROGRAM

			

			#ifndef UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX
			//only defining to not throw compilation error over Unity 5.5
			#define UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input)
			#endif
			#pragma vertex vert
			#pragma fragment frag
			#pragma multi_compile_instancing
			#include "UnityCG.cginc"
			

			struct appdata
			{
				float4 vertex : POSITION;
				float4 color : COLOR;
				float4 ase_texcoord : TEXCOORD0;
				UNITY_VERTEX_INPUT_INSTANCE_ID
			};
			
			struct v2f
			{
				float4 vertex : SV_POSITION;
				#ifdef ASE_NEEDS_FRAG_WORLD_POSITION
				float3 worldPos : TEXCOORD0;
				#endif
				float4 ase_texcoord1 : TEXCOORD1;
				UNITY_VERTEX_INPUT_INSTANCE_ID
				UNITY_VERTEX_OUTPUT_STEREO
			};

			uniform sampler2D _TextureSample0;
			uniform float4 _TextureSample0_ST;
			uniform float _Float0;
			uniform sampler2D _TextureSample1;
			uniform float4 _TextureSample1_ST;

			
			v2f vert ( appdata v )
			{
				v2f o;
				UNITY_SETUP_INSTANCE_ID(v);
				UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
				UNITY_TRANSFER_INSTANCE_ID(v, o);

				o.ase_texcoord1.xy = v.ase_texcoord.xy;
				
				//setting value to unused interpolator channels and avoid initialization warnings
				o.ase_texcoord1.zw = 0;
				float3 vertexValue = float3(0, 0, 0);
				#if ASE_ABSOLUTE_VERTEX_POS
				vertexValue = v.vertex.xyz;
				#endif
				vertexValue = vertexValue;
				#if ASE_ABSOLUTE_VERTEX_POS
				v.vertex.xyz = vertexValue;
				#else
				v.vertex.xyz += vertexValue;
				#endif
				o.vertex = UnityObjectToClipPos(v.vertex);

				#ifdef ASE_NEEDS_FRAG_WORLD_POSITION
				o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
				#endif
				return o;
			}
			
			fixed4 frag (v2f i ) : SV_Target
			{
				UNITY_SETUP_INSTANCE_ID(i);
				UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
				fixed4 finalColor;
				#ifdef ASE_NEEDS_FRAG_WORLD_POSITION
				float3 WorldPosition = i.worldPos;
				#endif
				float2 uv_TextureSample0 = i.ase_texcoord1.xy * _TextureSample0_ST.xy + _TextureSample0_ST.zw;
				float4 tex2DNode1 = tex2D( _TextureSample0, uv_TextureSample0 );
				float2 uv_TextureSample1 = i.ase_texcoord1.xy * _TextureSample1_ST.xy + _TextureSample1_ST.zw;
				float4 appendResult7 = (float4((tex2DNode1).rgba.rgb , ( tex2DNode1.a * step( _Float0 , tex2D( _TextureSample1, uv_TextureSample1 ).r ) )));
				
				
				finalColor = appendResult7;
				return finalColor;
			}
			ENDCG
		}
	}
	CustomEditor "ASEMaterialInspector"
	
	
}
/*ASEBEGIN
Version=18935
0;18;1920;1000;1101.437;540.7117;1;True;True
Node;AmplifyShaderEditor.SamplerNode;2;-462.6098,375.7249;Inherit;True;Property;_TextureSample1;Texture Sample 1;1;0;Create;True;0;0;0;False;0;False;-1;710dcc147469453459fee68cc43fffb9;710dcc147469453459fee68cc43fffb9;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
Node;AmplifyShaderEditor.RangedFloatNode;6;-356.8395,148.8302;Inherit;False;Property;_Float0;Float 0;2;0;Create;True;0;0;0;False;0;False;0.7862862;0.16;0;1.05;0;1;FLOAT;0
Node;AmplifyShaderEditor.StepOpNode;5;8.239388,341.6058;Inherit;True;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.SamplerNode;1;-462.6098,-180.4231;Inherit;True;Property;_TextureSample0;Texture Sample 0;0;0;Create;True;0;0;0;False;0;False;-1;0ed669c6eb1850949a22d99d5c0283f1;0ed669c6eb1850949a22d99d5c0283f1;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
Node;AmplifyShaderEditor.ComponentMaskNode;3;-70.23551,-91.71229;Inherit;False;True;True;True;True;1;0;COLOR;0,0,0,0;False;1;COLOR;0
Node;AmplifyShaderEditor.SimpleMultiplyOpNode;8;262.4298,213.6573;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.DynamicAppendNode;7;330.6688,-1.2956;Inherit;False;FLOAT4;4;0;FLOAT3;0,0,0;False;1;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT;0;False;1;FLOAT4;0
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;0;602.2094,0;Float;False;True;-1;2;ASEMaterialInspector;100;1;Rongjie;0770190933193b94aaa3065e307002fa;True;Unlit;0;0;Unlit;2;True;True;2;5;False;-1;10;False;-1;0;1;False;-1;0;False;-1;True;0;False;-1;0;False;-1;False;False;False;False;False;False;False;False;False;True;0;False;-1;False;True;0;False;-1;False;True;True;True;True;True;0;False;-1;False;False;False;False;False;False;False;True;False;255;False;-1;255;False;-1;255;False;-1;7;False;-1;1;False;-1;1;False;-1;1;False;-1;7;False;-1;1;False;-1;1;False;-1;1;False;-1;True;True;2;False;-1;True;3;False;-1;True;True;0;False;-1;0;False;-1;True;2;RenderType=Transparent=RenderType;Queue=Transparent=Queue=0;True;2;False;0;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;1;LightMode=ForwardBase;False;False;0;;0;0;Standard;1;Vertex Position,InvertActionOnDeselection;1;0;0;1;True;False;;False;0
WireConnection;5;0;6;0
WireConnection;5;1;2;1
WireConnection;3;0;1;0
WireConnection;8;0;1;4
WireConnection;8;1;5;0
WireConnection;7;0;3;0
WireConnection;7;3;8;0
WireConnection;0;0;7;0
ASEEND*/
//CHKSM=966E98711B9E8F39388FABDF7393120AC7F9155A
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