实现原理
核心Shader代码
Shader "Universal Render Pipeline/Dejavu/WorldDepthScanCircle"
{
Properties
{
_MainTex("Base (RGB)", 2D) = "white" {}
[HDR]_ScanLineColor("_ScanLineColor (default = 1,1,1,1)", color) = (1,1,1,1)
_ScanValue("ScanValue", float) = 0
_ScanLineWidth("ScanLineWidth", float) = 1
_ScanLightStrength("ScanLightStrength", float) = 1
}
HLSLINCLUDE
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
CBUFFER_START(UnityPerMaterial)
float4 _MainTex_ST;
half4 _ScanLineColor;
float _ScanValue;
float _ScanLineWidth;
float _ScanLightStrength;
float _DistortFactor;
float3 _Center;
float _Radius;
CBUFFER_END
sampler2D _MainTex;
// sampler2D _ScanTex;
TEXTURE2D(_CameraDepthTexture);
SAMPLER(sampler_CameraDepthTexture);
struct appdata {
float4 positionOS : POSITION;
float2 uv : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f {
float4 positionCS : SV_POSITION;
float2 uv : TEXCOORD0;
float3 viewRayWorld : TEXCOORD1;
UNITY_VERTEX_OUTPUT_STEREO
};
//vertex shader
v2f vert(appdata v)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.positionCS = TransformObjectToHClip(v.positionOS.xyz);
float sceneRawDepth = 1;
#if defined(UNITY_REVERSED_Z)
sceneRawDepth = 1 - sceneRawDepth;
#endif
float3 worldPos = ComputeWorldSpacePosition(v.uv, sceneRawDepth, UNITY_MATRIX_I_VP);
o.viewRayWorld = worldPos - _WorldSpaceCameraPos.xyz;
o.uv = v.uv;
return o;
}
//fragment shader
float4 frag(v2f i) : SV_Target
{
float4 screenCol = tex2D(_MainTex, i.uv);
float sceneRawDepth = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, sampler_CameraDepthTexture, i.uv);
float linear01Depth = Linear01Depth(sceneRawDepth, _ZBufferParams);
float3 worldPos = _WorldSpaceCameraPos.xyz + (linear01Depth)*i.viewRayWorld;
float3 distVector = worldPos - _Center;
float distance = sqrt(distVector.x* distVector.x + distVector.z*distVector.z);
if (distance > _Radius * _ScanValue && distance < _Radius * _ScanValue + _ScanLineWidth)
{
return screenCol * _ScanLightStrength * _ScanLineColor;
}
return screenCol;
}
ENDHLSL
//开始SubShader
SubShader
{
Tags { "RenderPipeline" = "UniversalPipeline" "RenderType" = "Overlay" "Queue" = "Transparent-499" "DisableBatching" = "True" }
LOD 100
ZTest Always Cull Off ZWrite Off
Blend one OneMinusSrcAlpha
Pass
{
Name "ScanLine"
//后处理效果一般都是这几个状态
//使用上面定义的vertex和fragment shader
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
ENDHLSL
}
}
//后处理效果一般不给fallback,如果不支持,不显示后处理即可
}
实现效果
工程链接
GitHub - Dejavu0709/StudyForShader 中的DepthScanLine文件夹