Unity Shader 使用噪声 消融效果

shader

Shader "MyShader/Dissolve"
{
    Properties{
        _BurnAmount("Burn Amount", Range(0.0, 1.0)) = 0.0
        _LineWidth("Burn Line Width", Range(0.0, 0.2)) = 0.1
        _MainTex("Base (RGB)", 2D) = "white" {}
        _BumpMap("Normal Map", 2D) = "bump" {}
        _BurnFirstColor("Burn First Color", Color) = (1, 0, 0, 1)
        _BurnSecondColor("Burn Second Color", Color) = (1, 0, 0, 1)
        _BurnMap("Burn Map", 2D) = "white"{}
    }
        SubShader{
            Tags { "RenderType" = "Opaque" "Queue" = "Geometry"}

            Pass {
                Tags { "LightMode" = "ForwardBase" }

                Cull Off

                CGPROGRAM

                #include "Lighting.cginc"
                #include "AutoLight.cginc"

                #pragma multi_compile_fwdbase

                #pragma vertex vert
                #pragma fragment frag

                fixed _BurnAmount;
                fixed _LineWidth;
                sampler2D _MainTex;
                sampler2D _BumpMap;
                fixed4 _BurnFirstColor;
                fixed4 _BurnSecondColor;
                sampler2D _BurnMap;

                float4 _MainTex_ST;
                float4 _BumpMap_ST;
                float4 _BurnMap_ST;

                struct a2v {
                    float4 vertex : POSITION;
                    float3 normal : NORMAL;
                    float4 tangent : TANGENT;
                    float4 texcoord : TEXCOORD0;
                };

                struct v2f {
                    float4 pos : SV_POSITION;
                    float2 uvMainTex : TEXCOORD0;
                    float2 uvBumpMap : TEXCOORD1;
                    float2 uvBurnMap : TEXCOORD2;
                    float3 lightDir : TEXCOORD3;
                    float3 worldPos : TEXCOORD4;
                    SHADOW_COORDS(5)
                };

                v2f vert(a2v v) {
                    v2f o;
                    o.pos = UnityObjectToClipPos(v.vertex);

                    o.uvMainTex = TRANSFORM_TEX(v.texcoord, _MainTex);
                    o.uvBumpMap = TRANSFORM_TEX(v.texcoord, _BumpMap);
                    o.uvBurnMap = TRANSFORM_TEX(v.texcoord, _BurnMap);

                    TANGENT_SPACE_ROTATION;
                    o.lightDir = mul(rotation, ObjSpaceLightDir(v.vertex)).xyz;

                    o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;

                    TRANSFER_SHADOW(o);

                    return o;
                }

                fixed4 frag(v2f i) : SV_Target {
                    fixed3 burn = tex2D(_BurnMap, i.uvBurnMap).rgb;

                    clip(burn.r - _BurnAmount);

                    float3 tangentLightDir = normalize(i.lightDir);
                    fixed3 tangentNormal = UnpackNormal(tex2D(_BumpMap, i.uvBumpMap));

                    fixed3 albedo = tex2D(_MainTex, i.uvMainTex).rgb;

                    fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz * albedo;

                    fixed3 diffuse = _LightColor0.rgb * albedo * max(0, dot(tangentNormal, tangentLightDir));

                    fixed t = 1 - smoothstep(0.0, _LineWidth, burn.r - _BurnAmount);
                    fixed3 burnColor = lerp(_BurnFirstColor, _BurnSecondColor, t);
                    burnColor = pow(burnColor, 5);

                    UNITY_LIGHT_ATTENUATION(atten, i, i.worldPos);
                    fixed3 finalColor = lerp(ambient + diffuse * atten, burnColor, t * step(0.0001, _BurnAmount));

                    return fixed4(finalColor, 1);
                }

                ENDCG
            }

        // Pass to render object as a shadow caster
        Pass {
            Tags { "LightMode" = "ShadowCaster" }

            CGPROGRAM

            #pragma vertex vert
            #pragma fragment frag

            #pragma multi_compile_shadowcaster

            #include "UnityCG.cginc"

            fixed _BurnAmount;
            sampler2D _BurnMap;
            float4 _BurnMap_ST;

            struct v2f {
                V2F_SHADOW_CASTER;
                float2 uvBurnMap : TEXCOORD1;
            };

            v2f vert(appdata_base v) {
                v2f o;

                TRANSFER_SHADOW_CASTER_NORMALOFFSET(o)

                o.uvBurnMap = TRANSFORM_TEX(v.texcoord, _BurnMap);

                return o;
            }

            fixed4 frag(v2f i) : SV_Target {
                fixed3 burn = tex2D(_BurnMap, i.uvBurnMap).rgb;

                clip(burn.r - _BurnAmount);

                SHADOW_CASTER_FRAGMENT(i)
            }
            ENDCG
        }
    }
        FallBack "Diffuse"
}

参考 我买的 unity shader 入门精要

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