在这里插入代码片
Shader "Custom/NewSurfaceShader 1"
{
Properties
{
[HDR] _HologramColor("Hologram Color", Color) = (1, 1, 1, 0)
_HologramAlpha("Hologram Alpha", Range(0.0, 1.0)) = 1.0
// 主纹理充当颜色蒙版
_HologramMaskMap("Hologram Mask", 2D) = "white"{}
_HologramMaskAffect("Hologram Mask Affect", Range(0.0, 1.0)) = 0.5
// 全息抖动参数设置,x代表速度,y代表抖动范围,z代表抖动偏移量,w代表频率(0~0.99)
_HologramGliterData1("Hologram Gliter Data1", Vector) = (0, 1, 0, 0)
_HologramGliterData2("Hologram Gliter Data2", Vector) = (0, 1, 0, 0)
// 扫描线
_HologramLine1("HologramLine1", 2D) = "white" {}
_HologramLine1Speed("Hologram Line1 Speed", Range(-10.0, 10.0)) = 1.0
_HologramLine1Frequency("Hologram Line1 Frequency", Range(0.0, 100.0)) = 20.0
_HologramLine1Alpha("Hologram Line 1 Alpha", Range(0.0, 1.0)) = 0.15
[Toggle(_USE_SCANLINE2)]_HologramLine2Tog("Hologram Line2 Toggle", float) = 0.0
_HologramLine2("HologramLine2", 2D) = "white" {}
_HologramLine2Speed("Hologram Line2 Speed", Range(-10.0, 10.0)) = 1.0
_HologramLine2Frequency("Hologram Line2 Frequency", Range(0.0, 100.0)) = 20.0
_HologramLine2Alpha("Hologram Line 2 Alpha", Range(0.0, 1.0)) = 0.15
// 全息菲涅尔
_FresnelScale("Fresnel Scale", Float) = 1
_FresnelPower("Fresnel Power", Float) = 2
}
SubShader
{
Tags{"Queue" = "Transparent" "RenderType" = "Transparent"}
CGINCLUDE
struct a2v_hg
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
float3 normal:NORMAL;
};
struct v2f_hg
{
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
float4 posWorld : TEXCOORD1;
float3 normalDir : TEXCOORD2;
};
half _FresnelScale, _FresnelPower;
float4 _HologramColor;
fixed _HologramAlpha;
// 全息蒙版
sampler2D _HologramMaskMap;
float4 _HologramMaskMap_ST;
half _HologramMaskAffect;
half4 _HologramGliterData1, _HologramGliterData2;
half3 VertexHologramOffset(float3 vertex, half4 offsetData)
{
half speed = offsetData.x;
half range = offsetData.y;
half offset = offsetData.z;
half frequency = offsetData.w;
half offset_time = sin(_Time.y * speed);
// step(y, x) 如果 x >= y 则返回1,否则返回0,用来决定在正弦时间的某个地方才开始进行顶点抖动
half timeToGliter = step(frequency, offset_time);
half gliterPosY = sin(vertex.y + _Time.z);
half gliterPosYRange = step(0, gliterPosY) * step(gliterPosY, range);
// 获取偏移量
half res = gliterPosYRange * offset * timeToGliter * gliterPosY;
// 将这个偏移量定义为视角坐标的偏移量,再转到模型坐标
float3 view_offset = float3(res, 0, 0);
return mul((float3x3)UNITY_MATRIX_T_MV, view_offset);
}
// 全息扫描线
sampler2D _HologramLine1;
half _HologramLine1Speed, _HologramLine1Frequency, _HologramLine1Alpha;
sampler2D _HologramLine2;
half _HologramLine2Speed, _HologramLine2Frequency, _HologramLine2Alpha;
// 因为顶点深入写入的Pass也是使用跟全息Pass一样的顶点函数,所以挪到这边来
v2f_hg HologramVertex(a2v_hg v)
{
v2f_hg o;
// 产生模型顶点方向上的扭曲系数
v.vertex.xyz += VertexHologramOffset(v.vertex.xyz, _HologramGliterData1);
v.vertex.xyz += VertexHologramOffset(v.vertex.xyz, _HologramGliterData2);
o.uv = v.uv;
o.posWorld = mul(unity_ObjectToWorld, v.vertex);
o.pos = mul(UNITY_MATRIX_VP, o.posWorld);
o.normalDir = mul((float3x3)unity_ObjectToWorld, v.normal);
return o;
}
ENDCG
Pass
{
Name "Depth Mask"
// 打开深度写入,并且设置颜色遮罩,0代表什么颜色都不输出
ZWrite On
ColorMask 0
CGPROGRAM
#pragma target 3.0
#pragma vertex HologramVertex
#pragma fragment HologramMaskFragment
float4 HologramMaskFragment(v2f_hg i) : SV_TARGET
{
return 0;
}
ENDCG
}
Pass
{
Name "Hologram Effect"
Blend SrcAlpha OneMinusSrcAlpha
ZWrite Off
CGPROGRAM
#pragma target 3.0
#pragma shader_feature _USE_SCANLINE2
#pragma vertex HologramVertex
#pragma fragment HologramFragment
float4 HologramFragment(v2f_hg i) : SV_Target
{
float4 main_color = _HologramColor;
// 用主纹理的r通道做颜色蒙版
float2 mask_uv = i.uv.xy * _HologramMaskMap_ST.xy + _HologramMaskMap_ST.zw;
float4 mask = tex2D(_HologramMaskMap, mask_uv);
// 追加一个参数用来控制遮罩效果
float mask_alpha = lerp(1, mask.r, _HologramMaskAffect);
// 全息效果 扫描线
float2 line1_uv = (i.posWorld.y * _HologramLine1Frequency + _Time.y * _HologramLine1Speed).xx;
float line1 = clamp(tex2D(_HologramLine1, line1_uv).r, 0.0, 1.0);
float4 line1_color = float4((main_color * line1).rgb, line1) * _HologramLine1Alpha;
float line1_alpha = clamp(((main_color).a + (line1_color).w), 0.0, 1.0);
#if defined (_USE_SCANLINE2)
float2 line2_uv = (i.posWorld.y * _HologramLine2Frequency + _Time.y * _HologramLine2Speed).xx;
float line2 = clamp(tex2D(_HologramLine2, line2_uv).r, 0.0, 1.0);
float4 line2_color = float4((main_color * line2).rgb, line2) * _HologramLine2Alpha;
float line2_alpha = clamp(((main_color).a + (line2_color).w), 0.0, 1.0);
#else
float4 line2_color = 0.0;
float line2_alpha = 1.0;
#endif
// 菲涅尔反射
float3 w_viewDir = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
float3 w_normal = normalize(i.normalDir);
float nDotV = dot(w_normal, w_viewDir);
float rim_nDotV = 1.0 - nDotV;
float4 fresnel = _FresnelScale * pow(rim_nDotV, _FresnelPower);
fresnel.a = clamp(fresnel.a, 0.0, 1.0);
float4 fresnel_color = (float4(fresnel.rgb, 1.0) * float4(main_color.rgb, 1.0)) * fresnel.a;
float4 resultColor = float4(
// rgb
main_color.rgb + line1_color.rgb * line1_alpha + line2_color.rgb * line2_alpha + fresnel_color.rgb,
// alpha
_HologramAlpha * mask_alpha
);
return resultColor;
}
ENDCG
}
}
}
代码截止到第五章节菲尼尔反射效果
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原文链接:https://blog.csdn.net/SaberZG/article/details/114955414