【Shader】基于高度的雾效

using UnityEngine;
using System.Collections;

[ExecuteInEditMode]
[RequireComponent (typeof(Camera))]
public class PostEffectsBase : MonoBehaviour {

    protected void Start() {
        CheckResources();
    }
    // Called when start
    protected void CheckResources() {
        bool isSupported = CheckSupport();

        if (isSupported == false) {
            NotSupported();
        }
    }

    // Called in CheckResources to check support on this platform
    protected bool CheckSupport() {
        if (SystemInfo.supportsImageEffects == false || SystemInfo.supportsRenderTextures == false) {
            Debug.LogWarning("This platform does not support image effects or render textures.");
            return false;
        }

        return true;
    }

    // Called when the platform doesn't support this effect
    protected void NotSupported() {
        enabled = false;
    }



    // Called when need to create the material used by this effect
    protected Material CheckShaderAndCreateMaterial(Shader shader, Material material) {
        if (shader == null) {
            return null;
        }

        if (shader.isSupported && material && material.shader == shader)
            return material;

        if (!shader.isSupported) {
            return null;
        }
        else {
            material = new Material(shader);
            material.hideFlags = HideFlags.DontSave;
            if (material)
                return material;
            else 
                return null;
        }
    }
}
using UnityEngine;
using System.Collections;

public class FogWithDepthTexture : 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(0.0f, 3.0f)]
    public float fogDensity = 1.0f;

    public Color fogColor = Color.white;

    public float fogStart = 0.0f;
    public float fogEnd = 2.0f;

    void OnEnable() {
        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);

            Graphics.Blit (src, dest, material);
        } else {
            Graphics.Blit(src, dest);
        }
    }
}
Shader "Fog With Depth Texture" {
    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
    }
    SubShader {
        CGINCLUDE

        #include "UnityCG.cginc"

        // 脚本传递过来这个参数
        // (0, bottomLeft);
        // (1, bottomRight);
        // (2, topRight);
        // (3, topLeft);
        float4x4 _FrustumCornersRay;

        sampler2D _MainTex;
        half4 _MainTex_TexelSize;
        sampler2D _CameraDepthTexture;
        half _FogDensity;
        fixed4 _FogColor;
        float _FogStart;
        float _FogEnd;

        struct v2f {
            float4 pos : SV_POSITION;
            half2 uv : TEXCOORD0;
            half2 uv_depth : TEXCOORD1;
            // 保存了插值后的像素向量
            float4 interpolatedRay : TEXCOORD2;
        };

        v2f vert(appdata_img v) {
            v2f o;
            o.pos = mul(UNITY_MATRIX_MVP, v.vertex);

            o.uv = v.texcoord;
            o.uv_depth = v.texcoord;

            // unity左下角0,0 右上角1,1
            //判断是否是directx平台,如果开启了抗锯齿,如果此时使用了渲染到纹理技术
            //那么此时纹理不会翻转,在顶点着色器中加入这样的处理
            #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

            // 插值后的像素向量
            o.interpolatedRay = _FrustumCornersRay[index];

            return o;
        }


        fixed4 frag(v2f i) : SV_Target {
            // LinearEyeDepth:视角空间下的线性深度值,
            // SAMPLE_DEPTH_TEXTURE:深度纹理采样
            float linearDepth = LinearEyeDepth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, i.uv_depth));

            // 1.摄像机的世界空间中的位置
            // 2.空间世界下该像素相对于摄像机的偏移量,把他们相加,得到的就是该像素的世界坐标
            float3 worldPos = _WorldSpaceCameraPos + linearDepth * i.interpolatedRay.xyz;

            // 雾的浓度
            float fogDensity = (_FogEnd - worldPos.y) / (_FogEnd - _FogStart); 
            // 限制到0~1之间
            fogDensity = saturate(fogDensity * _FogDensity);

            fixed4 finalColor = tex2D(_MainTex, i.uv);
            // 雾的浓度=0的时候,显示原颜色
            finalColor.rgb = lerp(finalColor.rgb, _FogColor.rgb, fogDensity);

            return finalColor;
        }

        ENDCG

        Pass {
            ZTest Always Cull Off ZWrite Off

            CGPROGRAM  

            #pragma vertex vert  
            #pragma fragment frag  

            ENDCG  
        }
    } 
    FallBack Off
}
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Unity Shader Graph是Unity引擎中的一种可视化编程工具,它可以用于创建自定义的着色器效果。溶解特效是一种常见的特效,在游戏和动画中经常使用。 要使用Unity Shader Graph实现溶解特效,我们需要做以下几个步骤: 1. 创建Shader Graph:打开Unity编辑器,创建一个新的Shader Graph。可以通过右键点击Assets面板中的空白区域,选择Create->Shader->PBR Graph来创建一个新的Shader Graph。 2. 添加输入节点:在Shader Graph编辑器中,我们需要添加溶解特效所需的输入节点。这些节点可能包括Texture2D用于溶解图案、Float用于控制溶解的进度等。 3. 控制溶解过程:在Shader Graph中,我们可以使用节点连接和编辑来控制溶解特效的过程。例如,我们可以使用Lerp节点将溶解图案与原始纹理进行混合,实现溶解的效果。 4. 添加溶解动画:通过使用Time节点,我们可以在Shader Graph中添加时间变量,以使溶解过程可以动态进行,从而实现溶解特效的动画效果。通过控制Time节点的输入值,我们可以控制溶解特效的速度、方向等。 5. 调整其他属性:除了溶解图案和动画外,还可以通过Shader Graph调整其他属性,如颜色、透明度、光照等,以使溶解特效具有更多的变化和个性化。 6. 导入及应用Shader:将编写好的Shader Graph保存,然后将其导入Unity项目中。之后,我们可以将其应用到需要溶解特效的材质上,以实现溶解特效效果。 总之,通过使用Unity Shader Graph,我们可以通过可视化编辑界面来快速创建和调整溶解特效。这种方法非常直观和灵活,使得艺术家和开发人员可以快速实现他们想要的效果。
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