Unity-Shader-溶解

// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'

Shader "Kaima/Dissolve/BlendOriginColor"
{
	Properties
	{
		_MainTex ("Texture", 2D) = "white" {}
		_NoiseTex("Noise", 2D) = "white" {}
		_Threshold("Threshold", Range(0.0, 1.0)) = 0.5
		_EdgeLength("Edge Length", Range(0.0, 0.2)) = 0.1
		_EdgeFirstColor("First Edge Color", Color) = (1,1,1,1)
		_EdgeSecondColor("Second Edge Color", Color) = (1,1,1,1)
	}
	SubShader
	{
		Tags { "Queue"="Geometry" "RenderType"="Opaque" }

		Pass
		{
			Cull Off //要渲染背面保证效果正确

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

			struct appdata
			{
				float4 vertex : POSITION;
				float2 uv : TEXCOORD0;
			};

			struct v2f
			{
				float4 vertex : SV_POSITION;
				float2 uvMainTex : TEXCOORD0;
				float2 uvNoiseTex : TEXCOORD1;
			};

			sampler2D _MainTex;
			float4 _MainTex_ST;
			sampler2D _NoiseTex;
			float4 _NoiseTex_ST;
			float _Threshold;
			float _EdgeLength;
			fixed4 _EdgeFirstColor;
			fixed4 _EdgeSecondColor;
			
			v2f vert (appdata v)
			{
				v2f o;
				o.vertex = UnityObjectToClipPos(v.vertex);
				o.uvMainTex = TRANSFORM_TEX(v.uv, _MainTex);
				o.uvNoiseTex = TRANSFORM_TEX(v.uv, _NoiseTex);
				return o;
			}
			
			fixed4 frag (v2f i) : SV_Target
			{
				//镂空
				fixed cutout = tex2D(_NoiseTex, i.uvNoiseTex).r;
				clip(cutout - _Threshold);

				float degree = saturate((cutout - _Threshold) / _EdgeLength);
				fixed4 edgeColor = lerp(_EdgeFirstColor, _EdgeSecondColor, degree);

				fixed4 col = tex2D(_MainTex, i.uvMainTex);

				fixed4 finalColor = lerp(edgeColor, col, degree);
				return fixed4(finalColor.rgb, 1);
			}
			ENDCG
		}
	}
}

在这里插入图片描述

posted @ 2022-06-22 18:04  哒哒哒~~~  阅读(128)  评论(0编辑  收藏  举报