<div id="article_content" class="article_content">
<p>参考链接:http://www.cnblogs.com/Esfog/p/DissolveShader.html</p>
<p><br>
</p>
<p>效果图:</p>
<p><img src="https://img-blog.csdn.net/20150610131745834" alt=""><br>
</p>
<p><br>
</p>
<p>从颜色变化来说,有三种,一种是纹理颜色,一种是纹理与黑边的混合颜色,一种是透明(用discard处理,不绘制像素)。还需要一张纹理(任意),根据它的任意一个通道来控制哪部分先消失。例如上面的效果图用的就是这张纹理的r通道:</p>
<p><img src="https://img-blog.csdn.net/20150610132712297" alt=""><br>
</p>
<p>如果用的是这张纹理(也就是模型自身的纹理)的r通道,会更加酷:</p>
<p><img src="https://img-blog.csdn.net/20150610132733020" alt=""><br>
</p>
<p><br>
</p>
<p><img src="https://img-blog.csdn.net/20150610133211838" alt=""><br>
</p>
<p><br>
</p>
<p>溶解效果代码如下:</p>
<p></p>
<div class="dp-highlighter bg_csharp"><div class="bar"><div class="tools"><b>[csharp]</b> <a href="#" class="ViewSource" title="view plain" οnclick="dp.sh.Toolbar.Command('ViewSource',this);return false;">view plain</a><span data-mod="popu_168"> <a href="#" class="CopyToClipboard" title="copy" οnclick="dp.sh.Toolbar.Command('CopyToClipboard',this);return false;">copy</a><div style="position: absolute; left: 734px; top: 2601px; width: 18px; height: 18px; z-index: 99;"><embed id="ZeroClipboardMovie_1" src="http://static.blog.csdn.net/scripts/ZeroClipboard/ZeroClipboard.swf" loop="false" menu="false" quality="best" bgcolor="#ffffff" width="18" height="18" name="ZeroClipboardMovie_1" align="middle" allowscriptaccess="always" allowfullscreen="false" type="application/x-shockwave-flash" pluginspage="http://www.macromedia.com/go/getflashplayer" flashvars="id=1&width=18&height=18" wmode="transparent"></div></span><span data-mod="popu_169"> <a href="#" class="PrintSource" title="print" οnclick="dp.sh.Toolbar.Command('PrintSource',this);return false;">print</a></span><a href="#" class="About" title="?" οnclick="dp.sh.Toolbar.Command('About',this);return false;">?</a><span class="tracking-ad" data-mod="popu_167"><a href="https://code.csdn.net/snippets/1693878" target="_blank" title="在CODE上查看代码片" style="text-indent:0;"><img src="https://code.csdn.net/assets/CODE_ico.png" width="12" height="12" alt="在CODE上查看代码片" style="position:relative;top:1px;left:2px;"></a></span><span class="tracking-ad" data-mod="popu_170"><a href="https://code.csdn.net/snippets/1693878/fork" target="_blank" title="派生到我的代码片" style="text-indent:0;"><img src="https://code.csdn.net/assets/ico_fork.svg" width="12" height="12" alt="派生到我的代码片" style="position:relative;top:2px;left:2px;"></a></span></div></div><ol start="1" class="dp-c"><li class="alt"><span><span>Shader </span><span class="string">"Esfog/Dissolve"</span><span> </span></span></li><li class=""><span>{ </span></li><li class="alt"><span> Properties </span></li><li class=""><span> { </span></li><li class="alt"><span> _MainTex (<span class="string">"Base (RGB)"</span><span>, 2D) = </span><span class="string">"white"</span><span> {} </span></span></li><li class=""><span> _NoiseTex (<span class="string">"NoiseTex (R)"</span><span>,2D) = </span><span class="string">"white"</span><span>{} </span></span></li><li class="alt"><span> _DissolveSpeed (<span class="string">"DissolveSpeed (Second)"</span><span>,Float) = 1 </span></span></li><li class=""><span> _EdgeWidth(<span class="string">"EdgeWidth"</span><span>,Range(0,0.5)) = 0.1 </span></span></li><li class="alt"><span> _EdgeColor(<span class="string">"EdgeColor"</span><span>,Color) = (1,1,1,1) </span></span></li><li class=""><span> _StartTime(<span class="string">"StartTime"</span><span>,Float) = 0 </span></span></li><li class="alt"><span> } </span></li><li class=""><span> SubShader </span></li><li class="alt"><span> { </span></li><li class=""><span> Tags { <span class="string">"RenderType"</span><span>=</span><span class="string">"Opaque"</span><span> } </span></span></li><li class="alt"><span> </span></li><li class=""><span> Pass </span></li><li class="alt"><span> { </span></li><li class=""><span> CGPROGRAM </span></li><li class="alt"><span><span class="preprocessor"> #pragma vertex vert_img</span><span> </span></span></li><li class=""><span><span class="preprocessor"> #pragma fragment frag</span><span> </span></span></li><li class="alt"><span><span class="preprocessor"> #include "UnityCG.cginc"</span><span> </span></span></li><li class=""><span> </span></li><li class="alt"><span> uniform sampler2D _MainTex; </span></li><li class=""><span> uniform sampler2D _NoiseTex; </span></li><li class="alt"><span> uniform <span class="keyword">float</span><span> _DissolveSpeed; </span></span></li><li class=""><span> uniform <span class="keyword">float</span><span> _EdgeWidth; </span></span></li><li class="alt"><span> uniform float4 _EdgeColor; </span></li><li class=""><span> uniform <span class="keyword">float</span><span> _StartTime; </span></span></li><li class="alt"><span> </span></li><li class=""><span> float4 frag(v2f_img i):COLOR </span></li><li class="alt"><span> { </span></li><li class=""><span> <span class="keyword">float</span><span> DissolveFactor = saturate((_Time.y - _StartTime) / _DissolveSpeed); </span></span></li><li class="alt"><span> <span class="keyword">float</span><span> noiseValue = tex2D(_NoiseTex,i.uv).r; </span></span></li><li class=""><span> <span class="keyword">if</span><span>(noiseValue <= DissolveFactor) </span></span></li><li class="alt"><span> { </span></li><li class=""><span> discard; </span></li><li class="alt"><span> } </span></li><li class=""><span> </span></li><li class="alt"><span> float4 texColor = tex2D(_MainTex,i.uv); </span></li><li class=""><span> <span class="keyword">float</span><span> EdgeFactor = saturate((noiseValue - DissolveFactor)/(_EdgeWidth*DissolveFactor)); </span></span></li><li class="alt"><span> float4 BlendColor = texColor * _EdgeColor; </span></li><li class=""><span> </span></li><li class="alt"><span> <span class="keyword">return</span><span> lerp(texColor,BlendColor,1 - EdgeFactor); </span></span></li><li class=""><span> } </span></li><li class="alt"><span> </span></li><li class=""><span> ENDCG </span></li><li class="alt"><span> } </span></li><li class=""><span> } </span></li><li class="alt"><span> </span></li><li class=""><span> FallBack Off </span></li><li class="alt"><span>} </span></li></ol></div><pre code_snippet_id="1693878" snippet_file_name="blog_20160523_1_7335827" name="code" class="csharp" style="display: none;">Shader "Esfog/Dissolve"
{
Properties
{
_MainTex ("Base (RGB)", 2D) = "white" {}
_NoiseTex ("NoiseTex (R)",2D) = "white"{}
_DissolveSpeed ("DissolveSpeed (Second)",Float) = 1
_EdgeWidth("EdgeWidth",Range(0,0.5)) = 0.1
_EdgeColor("EdgeColor",Color) = (1,1,1,1)
_StartTime("StartTime",Float) = 0
}
SubShader
{
Tags { "RenderType"="Opaque" }
Pass
{
CGPROGRAM
#pragma vertex vert_img
#pragma fragment frag
#include "UnityCG.cginc"
uniform sampler2D _MainTex;
uniform sampler2D _NoiseTex;
uniform float _DissolveSpeed;
uniform float _EdgeWidth;
uniform float4 _EdgeColor;
uniform float _StartTime;
float4 frag(v2f_img i):COLOR
{
float DissolveFactor = saturate((_Time.y - _StartTime) / _DissolveSpeed);
float noiseValue = tex2D(_NoiseTex,i.uv).r;
if(noiseValue <= DissolveFactor)
{
discard;
}
float4 texColor = tex2D(_MainTex,i.uv);
float EdgeFactor = saturate((noiseValue - DissolveFactor)/(_EdgeWidth*DissolveFactor));
float4 BlendColor = texColor * _EdgeColor;
return lerp(texColor,BlendColor,1 - EdgeFactor);
}
ENDCG
}
}
FallBack Off
}</pre><br>
重现效果代码如下:<br>
<p></p>
<p></p>
<div class="dp-highlighter bg_csharp"><div class="bar"><div class="tools"><b>[csharp]</b> <a href="#" class="ViewSource" title="view plain" οnclick="dp.sh.Toolbar.Command('ViewSource',this);return false;">view plain</a><span data-mod="popu_168"> <a href="#" class="CopyToClipboard" title="copy" οnclick="dp.sh.Toolbar.Command('CopyToClipboard',this);return false;">copy</a><div style="position: absolute; left: 734px; top: 3640px; width: 18px; height: 18px; z-index: 99;"><embed id="ZeroClipboardMovie_2" src="http://static.blog.csdn.net/scripts/ZeroClipboard/ZeroClipboard.swf" loop="false" menu="false" quality="best" bgcolor="#ffffff" width="18" height="18" name="ZeroClipboardMovie_2" align="middle" allowscriptaccess="always" allowfullscreen="false" type="application/x-shockwave-flash" pluginspage="http://www.macromedia.com/go/getflashplayer" flashvars="id=2&width=18&height=18" wmode="transparent"></div></span><span data-mod="popu_169"> <a href="#" class="PrintSource" title="print" οnclick="dp.sh.Toolbar.Command('PrintSource',this);return false;">print</a></span><a href="#" class="About" title="?" οnclick="dp.sh.Toolbar.Command('About',this);return false;">?</a><span class="tracking-ad" data-mod="popu_167"><a href="https://code.csdn.net/snippets/1693878" target="_blank" title="在CODE上查看代码片" style="text-indent:0;"><img src="https://code.csdn.net/assets/CODE_ico.png" width="12" height="12" alt="在CODE上查看代码片" style="position:relative;top:1px;left:2px;"></a></span><span class="tracking-ad" data-mod="popu_170"><a href="https://code.csdn.net/snippets/1693878/fork" target="_blank" title="派生到我的代码片" style="text-indent:0;"><img src="https://code.csdn.net/assets/ico_fork.svg" width="12" height="12" alt="派生到我的代码片" style="position:relative;top:2px;left:2px;"></a></span></div></div><ol start="1" class="dp-c"><li class="alt"><span><span>Shader </span><span class="string">"lyh/Show"</span><span> </span></span></li><li class=""><span>{ </span></li><li class="alt"><span> Properties </span></li><li class=""><span> { </span></li><li class="alt"><span> _MainTex (<span class="string">"Base (RGB)"</span><span>, 2D) = </span><span class="string">"white"</span><span> {} </span></span></li><li class=""><span> _NoiseTex (<span class="string">"NoiseTex (R)"</span><span>,2D) = </span><span class="string">"white"</span><span>{} </span></span></li><li class="alt"><span> _DissolveSpeed (<span class="string">"DissolveSpeed (Second)"</span><span>,Float) = 1 </span></span></li><li class=""><span> _EdgeWidth(<span class="string">"EdgeWidth"</span><span>,Range(0,0.5)) = 0.1 </span></span></li><li class="alt"><span> _EdgeColor(<span class="string">"EdgeColor"</span><span>,Color) = (1,1,1,1) </span></span></li><li class=""><span> _StartTime(<span class="string">"StartTime"</span><span>,Float) = 0 </span></span></li><li class="alt"><span> } </span></li><li class=""><span> SubShader </span></li><li class="alt"><span> { </span></li><li class=""><span> Tags { <span class="string">"RenderType"</span><span>=</span><span class="string">"Opaque"</span><span> } </span></span></li><li class="alt"><span> </span></li><li class=""><span> Pass </span></li><li class="alt"><span> { </span></li><li class=""><span> CGPROGRAM </span></li><li class="alt"><span><span class="preprocessor"> #pragma vertex vert_img</span><span> </span></span></li><li class=""><span><span class="preprocessor"> #pragma fragment frag</span><span> </span></span></li><li class="alt"><span><span class="preprocessor"> #include "UnityCG.cginc"</span><span> </span></span></li><li class=""><span> </span></li><li class="alt"><span> uniform sampler2D _MainTex; </span></li><li class=""><span> uniform sampler2D _NoiseTex; </span></li><li class="alt"><span> uniform <span class="keyword">float</span><span> _DissolveSpeed; </span></span></li><li class=""><span> uniform <span class="keyword">float</span><span> _EdgeWidth; </span></span></li><li class="alt"><span> uniform float4 _EdgeColor; </span></li><li class=""><span> uniform <span class="keyword">float</span><span> _StartTime; </span></span></li><li class="alt"><span> </span></li><li class=""><span> float4 frag(v2f_img i):COLOR </span></li><li class="alt"><span> { </span></li><li class=""><span> <span class="keyword">float</span><span> DissolveFactor = saturate((_Time.y - _StartTime) / _DissolveSpeed); </span></span></li><li class="alt"><span> <span class="keyword">float</span><span> noiseValue = tex2D(_NoiseTex,i.uv).r; </span></span></li><li class=""><span> </span></li><li class="alt"><span> float4 texColor = tex2D(_MainTex,i.uv); </span></li><li class=""><span> <span class="keyword">float</span><span> EdgeFactor = saturate((noiseValue - DissolveFactor)/(_EdgeWidth*DissolveFactor)); </span></span></li><li class="alt"><span> float4 BlendColor = texColor * _EdgeColor; </span></li><li class=""><span> </span></li><li class="alt"><span> clip(1 - EdgeFactor - 0.01); </span></li><li class=""><span> <span class="keyword">return</span><span> lerp(BlendColor,texColor,1 - EdgeFactor); </span></span></li><li class="alt"><span> } </span></li><li class=""><span> </span></li><li class="alt"><span> ENDCG </span></li><li class=""><span> } </span></li><li class="alt"><span> } </span></li><li class=""><span> </span></li><li class="alt"><span> FallBack Off </span></li><li class=""><span>} </span></li></ol></div><pre code_snippet_id="1693878" snippet_file_name="blog_20160523_2_8350366" name="code" class="csharp" style="display: none;">Shader "lyh/Show"
{
Properties
{
_MainTex ("Base (RGB)", 2D) = "white" {}
_NoiseTex ("NoiseTex (R)",2D) = "white"{}
_DissolveSpeed ("DissolveSpeed (Second)",Float) = 1
_EdgeWidth("EdgeWidth",Range(0,0.5)) = 0.1
_EdgeColor("EdgeColor",Color) = (1,1,1,1)
_StartTime("StartTime",Float) = 0
}
SubShader
{
Tags { "RenderType"="Opaque" }
Pass
{
CGPROGRAM
#pragma vertex vert_img
#pragma fragment frag
#include "UnityCG.cginc"
uniform sampler2D _MainTex;
uniform sampler2D _NoiseTex;
uniform float _DissolveSpeed;
uniform float _EdgeWidth;
uniform float4 _EdgeColor;
uniform float _StartTime;
float4 frag(v2f_img i):COLOR
{
float DissolveFactor = saturate((_Time.y - _StartTime) / _DissolveSpeed);
float noiseValue = tex2D(_NoiseTex,i.uv).r;
float4 texColor = tex2D(_MainTex,i.uv);
float EdgeFactor = saturate((noiseValue - DissolveFactor)/(_EdgeWidth*DissolveFactor));
float4 BlendColor = texColor * _EdgeColor;
clip(1 - EdgeFactor - 0.01);
return lerp(BlendColor,texColor,1 - EdgeFactor);
}
ENDCG
}
}
FallBack Off
}</pre><br>
在给出的参考链接中,可以很好地了解到原理,这里就不解释了,而重现效果不过就是溶解效果的反转了。这里需要控制一下时间:
<p></p>
<p></p>
<div class="dp-highlighter bg_csharp"><div class="bar"><div class="tools"><b>[csharp]</b> <a href="#" class="ViewSource" title="view plain" οnclick="dp.sh.Toolbar.Command('ViewSource',this);return false;">view plain</a><span data-mod="popu_168"> <a href="#" class="CopyToClipboard" title="copy" οnclick="dp.sh.Toolbar.Command('CopyToClipboard',this);return false;">copy</a><div style="position: absolute; left: 734px; top: 4625px; width: 18px; height: 18px; z-index: 99;"><embed id="ZeroClipboardMovie_3" src="http://static.blog.csdn.net/scripts/ZeroClipboard/ZeroClipboard.swf" loop="false" menu="false" quality="best" bgcolor="#ffffff" width="18" height="18" name="ZeroClipboardMovie_3" align="middle" allowscriptaccess="always" allowfullscreen="false" type="application/x-shockwave-flash" pluginspage="http://www.macromedia.com/go/getflashplayer" flashvars="id=3&width=18&height=18" wmode="transparent"></div></span><span data-mod="popu_169"> <a href="#" class="PrintSource" title="print" οnclick="dp.sh.Toolbar.Command('PrintSource',this);return false;">print</a></span><a href="#" class="About" title="?" οnclick="dp.sh.Toolbar.Command('About',this);return false;">?</a><span class="tracking-ad" data-mod="popu_167"><a href="https://code.csdn.net/snippets/1693878" target="_blank" title="在CODE上查看代码片" style="text-indent:0;"><img src="https://code.csdn.net/assets/CODE_ico.png" width="12" height="12" alt="在CODE上查看代码片" style="position:relative;top:1px;left:2px;"></a></span><span class="tracking-ad" data-mod="popu_170"><a href="https://code.csdn.net/snippets/1693878/fork" target="_blank" title="派生到我的代码片" style="text-indent:0;"><img src="https://code.csdn.net/assets/ico_fork.svg" width="12" height="12" alt="派生到我的代码片" style="position:relative;top:2px;left:2px;"></a></span></div></div><ol start="1" class="dp-c"><li class="alt"><span><span>material.SetFloat(</span><span class="string">"_StartTime"</span><span>, Time.realtimeSinceStartup); </span></span></li></ol></div><pre code_snippet_id="1693878" snippet_file_name="blog_20160523_3_2636528" name="code" class="csharp" style="display: none;">material.SetFloat("_StartTime", Time.realtimeSinceStartup);</pre><br>
<p></p>
</div>
溶解与重现
最新推荐文章于 2024-09-01 15:40:12 发布