模型全息化(转载)

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
版权声明:本文为CSDN博主「ko~ko~da~yo~」的原创文章,遵循CC 4.0 BY-SA版权协议,转载请附上原文出处链接及本声明。
原文链接:https://blog.csdn.net/SaberZG/article/details/114955414

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