一日一Shader·几何阶段之增厚【SS_14】

之前做了一个爆散的效果,那是利用已有顶点的偏移来实现。今天做的增厚效果则是将已有的顶点复制出来一个,然后沿法线方向偏移,形成双层结构,让最终绘制出来的图像有一定的厚度。

代码:

Shader "MyShader/SS_14"
{
	Properties{
		_MainTex("Texture", 2D) = ""{}
		_Mask("Mask", 2D) = ""{}
	}
		SubShader
		{
			CGINCLUDE
			#include "UnityCG.cginc"
			
			sampler2D _MainTex;
			sampler2D _Mask;
			struct appdata
			{
				float4 vertex : POSITION;
				float2 uv : TEXCOORD0;
				float3 normal : NORMAL;

			};
			struct v2f
			{
				float4 vertex : SV_POSITION;
				float2 uv : TEXCOORD0;
				float4 worldPos   : TEXCOORD1;
				float3 normal : TEXCOORD2;
			};
			float3 twist(float3 p, float3 center, float power) {
				float t = _Time.y*2;
				if (t > 360) {
					t -= 360;
				}				
				float s = sin(power*t);
				float c = cos(power*t);				
				float3x3 m = float3x3(
					c, -s, 0,
					s, c, 0,
					0, 0, 1
					);
				return mul(m, p - center);
			}
			v2f vert(appdata v)
			{
				v2f o;
				o.vertex = v.vertex;
				o.uv = v.uv;
				o.worldPos = mul(unity_ObjectToWorld, v.vertex);
				o.normal = v.normal;
				return o;
			}
			#define ADD_VERT(v,_uv) \
                       o.vertex = UnityObjectToClipPos(v);\
                       o.uv=_uv;\
						tristream.Append(o);
			#define ADD_TRI(p0, p1, p2,uv0,uv1,uv2) \
                       ADD_VERT(p0,uv0) \
                       ADD_VERT(p1,uv1) \
                       ADD_VERT(p2,uv2) \
			tristream.RestartStrip();

			[maxvertexcount(30)]
			void geom(triangle v2f v[3], inout TriangleStream<v2f>  tristream)
			{
				v2f o = v[0];			
				float3 edgeA = v[1].vertex.xyz - v[0].vertex.xyz;
				float3 edgeB = v[2].vertex.xyz - v[0].vertex.xyz;
				float3 normal = normalize(cross(edgeA, edgeB))*0.1; //法线
				float3 center = ((v[0].vertex.xyz + v[1].vertex.xyz + v[2].vertex.xyz)/ 3+normal);

				//float4 _height=tex2D(_Mask,v[0].uv);	//会报错:cannot map expression to gs_4_0 instruction set(因为颜色采样只能在frag中进行)
				float3 v0 = v[0].vertex.xyz;
				float3 v1 = v[1].vertex.xyz;
				float3 v2 = v[2].vertex.xyz ;
				float3 v3 = (v[0].vertex.xyz + normal);
				float3 v4 =(v[1].vertex.xyz + normal);
				float3 v5 =(v[2].vertex.xyz + normal);

				v0 = twist(v0, center, 1) + center;
				v1 = twist(v1, center, 1) + center;
				v2 = twist(v2, center, 1) + center;
				v3 = twist(v3, center, 1) + center;
				v4 = twist(v4, center, 1) + center;
				v5 = twist(v5, center, 1) + center;

				float2 suv0 = v[0].uv;
				float2 suv1 = v[1].uv;	
				float2 suv2 = v[2].uv;
				float2 suv3 = v[0].uv;
				float2 suv4 = v[1].uv;
				float2 suv5 = v[2].uv;		
				
				//这一块要根据三角面的绘制顺序
				ADD_TRI(v2, v5, v1, suv2, suv5, suv1);
				ADD_TRI(v2, v1, v0, suv2, suv1, suv0);				
				ADD_TRI(v1, v4, v0, suv1, suv4, suv0);
				ADD_TRI(v4, v3, v0, suv4, suv3, suv0);
				ADD_TRI(v0, v3, v2, suv0, suv3, suv2);
				ADD_TRI(v5, v4, v1, suv5, suv4, suv1);
				ADD_TRI(v3, v5, v2, suv3, suv5, suv2);
				ADD_TRI(v5, v3, v4, suv5, suv3, suv4);				
			}

			fixed4 frag(v2f i) : SV_Target
			{					
				return tex2D(_MainTex, i.uv);
			}
			ENDCG

			Pass
			{				
				CGPROGRAM
				#pragma vertex vert
				#pragma geometry geom
				#pragma fragment frag
				ENDCG
			}
		}

}

本来准备用一张额外的图来实现不同的厚度,但是没成功,就做了一个旋转效果。

返回目录:https://blog.csdn.net/yzy1987523/article/details/106676451

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