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86 linhas
3.2 KiB

// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Unlit/DissolveEffect"
{
Properties{
_Diffuse("Diffuse", Color) = (1,1,1,1)
_DissolveColor("Dissolve Color", Color) = (0,0,0,0)
_DissolveEdgeColor("Dissolve Edge Color", Color) = (1,1,1,1)
_MainTex("Texture", 2D) = "white" {}
_DissolveMap("DissolveMap", 2D) = "white"{}
_DissolveThreshold("DissolveThreshold", Range(0,1)) = 0
_ColorFactor("ColorFactor", Range(0,1)) = 0.7
_DissolveEdge("DissolveEdge", Range(0,1)) = 0.8
}
CGINCLUDE
#include "Lighting.cginc"
uniform fixed4 _Diffuse;
uniform fixed4 _DissolveColor;
uniform fixed4 _DissolveEdgeColor;
uniform sampler2D _MainTex;
uniform float4 _MainTex_ST;
uniform sampler2D _DissolveMap;
uniform fixed _DissolveThreshold;
uniform fixed _ColorFactor;
uniform fixed _DissolveEdge;
struct v2f
{
half4 pos : SV_POSITION;
// half3 worldNormal : TEXCOORD0;
half2 uv : TEXCOORD1;
};
v2f vert(appdata_base v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
//o.worldNormal = mul(v.normal, (float3x3)unity_WorldToObject);
return o;
}
fixed4 frag(v2f i) : SV_Target
{
//采样Dissolve Map
fixed4 dissolveValue = tex2D(_DissolveMap, i.uv);
//小于阈值的部分直接discard
if (dissolveValue.r < _DissolveThreshold)
{
discard;
}
//Diffuse + Ambient光照计算
//fixed3 worldNormal = normalize(i.worldNormal);
//fixed3 worldLightDir = normalize(_WorldSpaceLightPos0.xyz);
//fixed3 lambert = saturate(dot(worldNormal, worldLightDir));
// fixed3 albedo = lambert * _Diffuse.xyz * _LightColor0.xyz + UNITY_LIGHTMODEL_AMBIENT.xyz;
fixed3 color = tex2D(_MainTex, i.uv).rgb; //* albedo;
//优化版本,尽量不在shader中用分支判断的版本,但是代码很难理解啊....
fixed percentage = _DissolveThreshold / dissolveValue.r;
//如果当前百分比 - 颜色权重 - 边缘颜色
fixed lerpEdge = sign(percentage - _ColorFactor - _DissolveEdge);
//貌似sign返回的值还得saturate一下,否则是一个很奇怪的值
fixed3 edgeColor = lerp(_DissolveEdgeColor.rgb, _DissolveColor.rgb, saturate(lerpEdge));
//最终输出颜色的lerp值
fixed lerpOut = sign(percentage - _ColorFactor);
//最终颜色在原颜色和上一步计算的颜色之间差值(其实经过saturate(sign(..))的lerpOut应该只能是0或1)
fixed3 colorOut = lerp(color, edgeColor, saturate(lerpOut));
return fixed4(colorOut, 1);
}
ENDCG
SubShader
{
Tags{ "RenderType" = "Opaque" }
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
ENDCG
}
}
//FallBack "Diffuse"
}