边缘光和流光特效¶
边缘光和流光特效¶
'''c Shader "Unlit/EdgeAndScan" { Properties { _MainTex ("Texture", 2D) = "white" {} _PowEmiss("Pow Emiss",float)=5 _RimMin("RimMin",Range(-1,1)) = 0.0 _RimMax("RimMax",Range(0,2)) = 1.0 _InnerColor("Inner Color",Color) = (0.0,0.0,0.0,0.0) _RimColor("Rim Color",Color) = (1,1,1,1) _RimIntensity("Rim Intensity",Float) = 1.0 _FlowTilling("Flow Tilling",Vector) = (1,1,0,0) _FlowSpeed("Flow Speed",Vector) = (1,1,0,0) _FlowTex("Flow Tex",2D) = "white"{} _FlowIntensity("Flow Intensity",Float) = 0.5 } SubShader { Tags { "Queue"="Transparent" } LOD 100
Pass {
//这个Pass不输出颜色,只是输出深度,透明会有问题,如果不处理深度
//只是测试流光和边缘光可以删除该pass
Cull Off
ZWrite On
ColorMask 0
CGPROGRAM
float4 _Color;
#pragma vertex vert
#pragma fragment frag
float4 vert(float4 vertexPos : POSITION) : SV_POSITION
{
return UnityObjectToClipPos(vertexPos);
}
float4 frag(void) : COLOR
{
return _Color;
}
ENDCG
}
Pass
{
ZWrite Off
Blend SrcAlpha One
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
float3 normal: NORMAL;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
float3 world_normal: TEXCOORD1;
float3 world_pos: TEXCOORD2;
float3 world_pivot:TEXCOORD3;
};
sampler2D _MainTex;
float4 _MainTex_ST;
float _RimMin;
float _RimMax;
float4 _InnerColor;
float4 _RimColor;
float _RimIntensity;
float4 _FlowTilling;
float4 _FlowSpeed;
sampler2D _FlowTex;
float _FlowIntensity;
float _InnerAlpha;
float _PowEmiss;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
o.world_normal=normalize(mul(float4(v.normal,0.0),unity_WorldToObject).xyz);
o.world_pos=mul(unity_ObjectToWorld,float4(v.vertex.xyz,1)).xyz;
o.world_pivot=mul(unity_ObjectToWorld,float4(0,0,0,1)).xyz;
return o;
}
fixed4 frag (v2f i) : SV_Target
{
//边缘光
half3 world_normal=normalize(i.world_normal);
float3 world_view=normalize(_WorldSpaceCameraPos.xyz-i.world_pos);
float dotV=saturate(dot(world_normal,world_view));
float fresnel=1-dotV;
fresnel = smoothstep(_RimMin, _RimMax, fresnel);
//用于增加细节,也可以不要
half emiss = tex2D(_MainTex, i.uv).r;
emiss = pow(emiss, _PowEmiss);
float final_edge_alpha=saturate(emiss+fresnel);
float3 final_edge_col=lerp(_InnerColor.xyz, _RimColor.xyz * _RimIntensity, final_edge_alpha);
//流光
float2 flow_uv=(i.world_pos.xy-i.world_pivot.xy)*_FlowTilling.xy;
flow_uv=_Time.y*_FlowSpeed.xy+flow_uv;
float4 flow_col=tex2D(_FlowTex,flow_uv)*_FlowIntensity;
//合并
float3 final_col=final_edge_col+flow_col.rgb;
float final_alpha=saturate(final_edge_alpha+flow_col.a);
return float4(final_col.rgb,final_alpha);
}
ENDCG
}
}
}
'''
材质球属性:
效果:
