Shader实例:溶解效果(Dissolve)

时间:2022-05-30 04:41:39

效果:

Shader实例:溶解效果(Dissolve)

图左:一道金光闪过,瞬间灰飞烟灭
图右:燃烧效果,先过渡到黄色,然后渐渐过渡到黑色,最后消失殆尽。

这是游戏中常见的效果,各位可以想想自己玩过的游戏。
手头正在玩的,梦三国手游,死亡的时候就是溶解消失。

代码有注释:

Shader "Custom/Dissolve"
{
Properties
{
_MainTex(
"main tex",2D) = ""{}
_DissolveTex(
"dissolve tex",2D) = ""{}//溶解纹理,根据这张图的R值(也可以是其它通道的值)来做溶解判断,简单的说就是利用这张图的特征来作为溶解的样式
_DissolveColor("dissolve color",Color) = (0,0,0,1)//溶解颜色
_EdgeColor("edge color",Color) = (0,0,0,1)//边缘颜色
_DissolveSpeed("dissolve speed",Range(0,5)) = 2//溶解速度
_DissolveFactor1("dissolve factor1",range(0,1)) = 0.7//溶解因子1,大于这个因子就向溶解色过渡
_DissolveFactor2("dissolve factor2",range(0,1)) = 0.9//溶解因子2,大于这个因子就向边缘色过渡
}

SubShader
{
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include
"UnityCG.cginc"

struct appdata_custom
{
float4 vertex:POSITION;
float4 texcoord:TEXCOORD0;
};

struct v2f
{
float4 pos:POSITION;
float2 uv:TEXCOORD0;
};

sampler2D _MainTex;
float4 _MainTex_ST;

sampler2D _DissolveTex;
float4 _DissolveColor;
float4 _EdgeColor;
float _DissolveSpeed;
float _DissolveFactor1;
float _DissolveFactor2;

v2f vert(appdata_custom v)
{
v2f o;
o.pos
= mul(UNITY_MATRIX_MVP,v.vertex);
o.uv
= TRANSFORM_TEX(v.texcoord,_MainTex);
return o;
}

half4 frag(v2f IN):COLOR
{
half4 c
= tex2D(_MainTex,IN.uv);
float dissolve_c_r = tex2D(_DissolveTex,IN.uv).r;
float factor = saturate(_Time.y*_DissolveSpeed/5);
if(factor>dissolve_c_r)
{
discard;
//clip(-1.0);
}

float rate = factor / dissolve_c_r;
if(rate > _DissolveFactor1)
{
//向溶解色过渡
c.rgb = lerp(c.rgb,_DissolveColor.rgb,rate);

if(rate>_DissolveFactor2)
{
//向边缘色过渡
c.rgb = lerp(c.rgb, _EdgeColor.rgb,rate);
}
}
return c;
}
ENDCG
}
}
FallBack
"Diffuse"
}

clip:如果输入向量中的任何元素小于0,则丢弃当前像素。
discard:丢弃当前像素,功能同clip
lerp:线性插值,eg:lerp(a,b,f),a*(1-f)+b*f,随着f增大,a会越来越趋向于b

CG函数,无需记忆,待用到之时再去查阅即可。