本文主要是介绍大光头的shader学习之路-自己写的一个消融效果,希望对大家解决编程问题提供一定的参考价值,需要的开发者们随着小编来一起学习吧!
原理很简单,设置一张黑白的遮罩图,根据遮罩图的某个非alpha通道的颜色从深到浅,逐渐设置透明和溶解的颜色。
直接贴代码:
Shader "MyShader/DissMask" {Properties {_MainTex ("Albedo (RGB)", 2D) = "white" {}_MaskTex("Mask Image",2D) = "white"{}_MainColor("Main Color", Color) = (1,1,1,1)_LightColor("Light Color", Color) = (1,1,1,1)_DissFactor("Diss Factor ",Range(0,1)) = 0_Cutoff("_Cutoff ",Range(0,1)) = 0}SubShader {Tags { "RenderType"="Transparent" }LOD 200Cull off//ZWrite OffCGPROGRAM// Physically based Standard lighting model, and enable shadows on all light types#pragma surface surf Lambert alphatest:_Cutoffsampler2D _MainTex;sampler2D _MaskTex;struct Input {float2 uv_MainTex;float2 uv_MaskTex;};fixed4 _MainColor;fixed4 _LightColor;fixed _DissFactor;void surf (Input IN, inout SurfaceOutput o) {// Albedo comes from a texture tinted by colorfixed4 c = tex2D (_MainTex, IN.uv_MainTex);fixed4 m = tex2D(_MaskTex, IN.uv_MaskTex);fixed color = m.r;if (color < _DissFactor){o.Alpha = 0;}else{if (color-_DissFactor<0.1 && _DissFactor!=0){fixed temp = (color - _DissFactor) * 10;o.Albedo = (_MainColor.rgb * temp + _LightColor.rgb *(1-temp));o.Alpha = temp;}else{o.Albedo = c.rgb;o.Alpha = c.a;}}}ENDCG}FallBack "Diffuse"
}
上面代码在处理消融颜色的时候,感觉效果并不太理想。又不知道怎么修改,希望大神给点建议。
重点记录一下新学到的内容,在刚开始#program是这么写的
因为是三维消融,所以要把双面渲染开启,这样就可以透过前面透明的位置看到后面的内容
开启双面渲染比较简单,只要把CULL属性关闭就好了
在刚开始#pragma是这么写的
#pragma surface surf Lambert alpha:blend
但是这样写会再渲染时产生深度错乱的问题
具体原因请看这篇文章
http://blog.csdn.net/candycat1992/article/details/41599167
于是,把#pragma修改为这样子
#pragma surface surf Lambert alphatest:_Cutoff
==========================================================================
晚上睡觉的时候想到一种很普遍的需求,从上往下或者从下往上消失。这就需要根据顶点坐标来改变像素透明度
没什么技术含量,改了一下代码
Shader "MyShader/DissMask" {Properties {_MainTex ("Albedo (RGB)", 2D) = "white" {}_MaskTex("Mask Image",2D) = "white"{}_MainColor("Main Color", Color) = (1,1,1,1)_LightColor("Light Color", Color) = (1,1,1,1)_DissFactor("Diss Factor ",Range(-2,2)) = 0_Trace("Trace Range",Range(0,0.5))=0_Cutoff("_Cutoff ",Range(0,1)) = 0}SubShader {Tags { "RenderType"="Transparent" }LOD 200Cull off//ZWrite OffCGPROGRAM// Physically based Standard lighting model, and enable shadows on all light types#pragma surface surf Lambert alphatest:_Cutoff vertex:vertsampler2D _MainTex;sampler2D _MaskTex;struct Input {float2 uv_MainTex;float2 uv_MaskTex;fixed4 vertColor;};fixed4 _MainColor;fixed4 _LightColor;fixed _DissFactor;fixed _Trace;void vert(inout appdata_full v, out Input o){UNITY_INITIALIZE_OUTPUT(Input, o);o.vertColor = v.color; if (v.vertex.z<_DissFactor){o.vertColor.a = 0;}else{if (v.vertex.z < _DissFactor + _Trace){o.vertColor.a = 0.5;}}}void surf (Input IN, inout SurfaceOutput o) {// Albedo comes from a texture tinted by colorfixed4 c = tex2D (_MainTex, IN.uv_MainTex);fixed4 m = tex2D(_MaskTex, IN.uv_MaskTex);fixed color = m.r;if (IN.vertColor.a==0.5){o.Albedo = (c.rgb+ m.r*_MainColor+(1-m.r)*_LightColor)/2;o.Alpha = 1;}else{o.Albedo = c.rgb;o.Alpha = IN.vertColor.a;}}ENDCG}FallBack "Diffuse"
}
一分钱的过渡效果,调了好长时间都不满意,就先这样吧
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