UnityShader---噪声(消融、水波、全局雾效)(内置渲染管线)---16

消融:

Shader "Unlit/36"
{
	Properties
	{
		_MainTex("Texture", 2D) = "white" {}
		_BumpMap("BumpMap",2D) = "bump" {}
		_BurnAmount("BurnAmount",Range(0,1)) = 0
		_LineWidth("LineWidth",Range(0,1)) = 0
		_BurnFirstColor("BurnFistColor",Color) = (1,1,1,1)
		_BurnSecondColor("BurnSencondColor",Color) = (1,1,1,1)
		_BurnMap("BurnMap",2D) = "white"{}
	}
	SubShader
	{
		Pass
		{
			Tags{"LightMode" = "ForwardBase"}

			Cull Off

			CGPROGRAM
			#pragma vertex vert
			#pragma fragment frag
			#pragma multi_compile_fwdbase

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

			sampler2D _MainTex;
			float4 _MainTex_ST;
			sampler2D _BumpMap;
			float4 _BumpMap_ST;
			sampler2D _BurnMap;
			float4 _BurnMap_ST;
			fixed _BurnAmount;
			fixed _LineWidth;
			fixed4 _BurnFirstColor;
			fixed4 _BurnSecondColor;

			struct v2f
			{
				float4 pos:SV_POSITION;
				float2 uv:TEXCOORD0;
				float3 worldPos:TEXCOORD1;
				float2 burnUV:TEXCOORD2;
				float2 bumpUV:TEXCOORD3;
				float3 lightDir:TEXCOORD4;
				UNITY_SHADOW_COORDS(5)
			};

			v2f vert(appdata_tan v)
			{
				v2f o;

				o.pos = UnityObjectToClipPos(v.vertex);

				o.uv = TRANSFORM_TEX(v.texcoord,_MainTex);
				o.burnUV = TRANSFORM_TEX(v.texcoord, _BurnMap);
				o.bumpUV = TRANSFORM_TEX(v.texcoord, _BumpMap);

				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.burnUV).rgb;
				clip(burn.r - _BurnAmount);

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

				fixed3 abledo = tex2D(_MainTex,i.uv).rgb;

				fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.rgb * abledo;

				fixed3 diffuse = _LightColor0.rgb * abledo * saturate(dot(tangentNormal,tangentLightDir));

				fixed t = 1 - smoothstep(0,_LineWidth,burn.r - _BurnAmount);

				fixed3 burnColor = lerp(_BurnFirstColor, _BurnSecondColor, t);

				burnColor = pow(burnColor,10);

				UNITY_LIGHT_ATTENUATION(atten, i, i.worldPos);

				fixed3 finalColor = lerp(ambient + diffuse * atten,burnColor,t * step(0.001,_BurnAmount));

				return fixed4(finalColor,1);
			}

				ENDCG
		}

		Pass
		{
			Tags{"LightMode" = "ShadowCaster"}

			CGPROGRAM

			#pragma vertex vert
			#pragma fragment frag
			#pragma multi_compile_shadowcaster
			#include "UnityCG.cginc"

			sampler2D _BurnMap;
			float4 _BurnMap_ST;
			fixed _BurnAmount;

			struct v2f
			{
				V2F_SHADOW_CASTER;
				float2 burnUV:TEXCOORD0;
			};

			v2f vert(appdata_base v)
			{
				v2f o; 
				
				TRANSFER_SHADOW_CASTER_NORMALOFFSET(o)

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

				return o;
			}

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

				clip(burn.r - _BurnAmount);

				SHADOW_CASTER_FRAGMENT(i)
			}
			ENDCG
		}
	}
}

水波:

Shader "Unlit/37"
{
	Properties
	{
		_Color("Color",Color) = (1,1,1,1)
		_MainTex("Texture", 2D) = "white" {}
		_WaveMap("WaveMap",2D) = "white"{}
		_EnvMap("EnvMap",Cube) = "_Skybox"{}
		_WaveXSpeed("WaveXSpeed",Range(-0.1,0.1)) = 0
		_WaveYSpeed("WaveYSpeed",Range(-0.1,0.1)) = 0
		_Distortion("Distortion",Range(0,2000)) = 1
	}
	SubShader
	{
		Tags{"Queue" = "Transparent" "RenderType" = "opaque"}

		GrabPass{"_RefractionTex"}

		Pass
		{
			CGPROGRAM

			#pragma vertex vert
			#pragma fragment frag
			#include "UnityCG.cginc"
			#include "Lighting.cginc"
			#include "AutoLight.cginc"

			fixed4 _Color;
			sampler2D _MainTex;
			float4 _MainTex_ST;
			sampler2D _WaveMap;
			float4 _WaveMap_ST;
			samplerCUBE _EnvMap;
			fixed _WaveXSpeed;
			fixed _WaveYSpeed;
			float _Distortion;
			sampler2D _RefractionTex;
			float4 _RefractionTex_TexelSize;

			struct v2f
			{
				float4 pos:SV_POSITION;
				float4 uv : TEXCOORD0;
				float4 screenPos:TEXCOORD1;
				float4 ttw1:TEXCOORD2;
				float4 ttw2:TEXCOORD3;
				float4 ttw3:TEXCOORD4;
			};

			v2f vert(appdata_tan v)
			{
				v2f o;

				o.pos = UnityObjectToClipPos(v.vertex);
				o.screenPos = ComputeGrabScreenPos(o.pos);

				o.uv.xy = TRANSFORM_TEX(v.texcoord,_MainTex);
				o.uv.zw = TRANSFORM_TEX(v.texcoord,_WaveMap);

				float3 worldPos = mul(unity_ObjectToWorld,v.vertex);
				fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);
				fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);
				fixed3 worldBinormal = cross(worldNormal,worldTangent) * v.tangent.w;

				o.ttw1 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);
				o.ttw2 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);
				o.ttw3 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);

				return o;
			}

			fixed4 frag(v2f i) :SV_Target
			{
				float3 worldPos = float3(i.ttw1.w,i.ttw2.w,i.ttw3.w);
				fixed3 viewDir = normalize(UnityWorldSpaceViewDir(worldPos));
				float2 speed = _Time.y * float2(_WaveXSpeed,_WaveYSpeed);
				
				fixed3 bump1 = UnpackNormal(tex2D(_WaveMap,i.uv.zw + speed)).rgb;
				fixed3 bump2 = UnpackNormal(tex2D(_WaveMap,i.uv.zw - speed)).rgb;
				fixed3 bump = normalize(bump1 + bump2);

				float2 offset = bump.xy * _Distortion * _RefractionTex_TexelSize.xy;
				i.screenPos.xy = offset * i.screenPos.z + i.screenPos.xy;
				fixed3 refractColor = tex2D(_RefractionTex,i.screenPos.xy/i.screenPos.w).rgb;

				bump = normalize(half3(dot(i.ttw1.xyz,bump),dot(i.ttw2.xyz,bump),dot(i.ttw3.xyz,bump)));

				fixed4 texColor = tex2D(_MainTex,i.uv.xy + speed);
				fixed3 reflectDir = reflect(-viewDir,bump);
				fixed3 reflectColor = texCUBE(_EnvMap,reflectDir).rgb * texColor.rgb * _Color.rgb;

				fixed fresnel = pow(1 - saturate(dot(viewDir,bump)),4);
				fixed3 finalColor = reflectColor * fresnel + refractColor * (1 - fresnel);

				return fixed4(finalColor,1);
			}
			ENDCG
		}
	}
}

全局雾效:

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class FogWithNoise : PostEffectBase
{
    private Camera myCamera;

    public Camera MyCamera
    {
        get
        {
            if (myCamera == null)
            {
                myCamera = GetComponent<Camera>();
            }

            return myCamera;
        }
    }


    private Transform cameraTransform;

    public Transform CameraTransform
    {
        get
        {
            if (cameraTransform == null)
            {
                cameraTransform = MyCamera.transform;
            }
            return cameraTransform;
        }
    }


    [Range(0, 3f)]
    public float fogDensity = 0.5f;

    public Color fogColor = Color.white;

    public float fogStart = 0;
    public float fogEnd = 2;

    public Texture2D noiseTex;

    [Range(-0.5f, 0.5f)]
    public float fogXSpeed = 0;

    [Range(-0.5f, 0.5f)]
    public float fogYSpeed = 0;

    [Range(0, 5)]
    public float NoiseAmount = 0;

    private void OnEnable()
    {
        MyCamera.depthTextureMode |= DepthTextureMode.Depth;
    }

    private void OnRenderImage(RenderTexture source, RenderTexture destination)
    {
        if (material != null)
        {
            Matrix4x4 frustumCorners = Matrix4x4.identity;

            float fov = MyCamera.fieldOfView;
            float near = MyCamera.nearClipPlane;
            float far = MyCamera.farClipPlane;
            float aspect = MyCamera.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 + toTop + toRight;
            topRight.Normalize();
            toRight *= scale;

            Vector3 bottomLeft = CameraTransform.forward * near - toTop - toRight;
            bottomLeft.Normalize();
            bottomLeft *= scale;

            Vector3 bottomRight = CameraTransform.forward * near - toTop + toRight;
            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.SetMatrix("_ViewProjectionInverseMatrix", (MyCamera.projectionMatrix * MyCamera.worldToCameraMatrix).inverse);

            material.SetFloat("_FogDensity", fogDensity);
            material.SetColor("_FogColor", fogColor);
            material.SetFloat("_FogStart", fogStart);
            material.SetFloat("_FogEnd", fogEnd);

            material.SetTexture("_NoiseTex",noiseTex);
            material.SetFloat("_FogXSpeed",fogXSpeed);
            material.SetFloat("_FogYSpeed",fogYSpeed);
            material.SetFloat("_NoiseAmount",NoiseAmount);

            Graphics.Blit(source, destination, material);
        }
        else
        {
            Graphics.Blit(source, destination);
        }
    }
}
Shader "Unlit/38"
{
	Properties
	{
		_MainTex("Base (RGB)", 2D) = "white" {}
		_FogDensity("FogDensity",Float) = 1.0
		_FogColor("FogColor",Color) = (1,1,1,1)
		_FogStart("FogStart",Float) = 0.0
		_FogEnd("FogEnd",Float) = 2.0
		_NoiseTex("NoiseTex",2D)="white"{}
		_FogXSpeed("FogXSpeed",Float)=0
		_FogYSpedd("FogYSpeed",Float)=0
		_NoiseAmount("NoiseAmount",Float)=0
	}
	SubShader
	{
		CGINCLUDE

		#include "UnityCG.cginc"

		float4x4 _FrustumCornersRay;

		sampler2D _MainTex;
		half4 _MainTex_TexelSize;
		sampler2D _CameraDepthTexture;
		half _FogDensity;
		fixed4 _FogColor;
		float _FogStart;
		float _FogEnd;
		sampler2D _NoiseTex;
		float _FogXSpeed;
		float _FogYSpeed;
		float _NoiseAmount;

		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_STATS_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;

			float2 speed = _Time.y * float2(_FogXSpeed,_FogYSpeed);
			float noise = (tex2D(_NoiseTex, i.uv + speed).r - 0.5) * _NoiseAmount;					

			float fogDensity = (_FogEnd - worldPos.y) / (_FogEnd - _FogStart);
			fogDensity = saturate(fogDensity * _FogDensity * (1 + noise));

			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
}
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