Unity Shader 屏幕后处理 使用深度和法线纹理 全局雾效

代码

using UnityEngine;

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

Shader "MyShader/FogWithDepthTexture"
{
    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"

            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;
                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;

                    float fogDensity = (_FogEnd - worldPos.y) / (_FogEnd - _FogStart);
                    fogDensity = saturate(fogDensity * _FogDensity);

                    fixed4 finalColor = tex2D(_MainTex, i.uv);
                    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
}

参考 我买的 unity shader 入门精要

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