unity各種特效shader效果資源以及位置
阿新 • • 發佈:2018-12-25
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//======= Copyright (c) Valve Corporation, All rights reserved. =============== // // Purpose: Used to show the outline of the object // //============================================================================= // UNITY_SHADER_NO_UPGRADE Shader "Valve/VR/Outline" { //------------------------------------------------------------------------------------------------------------------------------------------------------------- Properties { g_vOutlineColor( "Outline Color", Color ) = ( .5, .5, .5, 1 ) g_flOutlineWidth( "Outline width", Range ( .001, 0.03 ) ) = .005 g_flCornerAdjust( "Corner Adjustment", Range( 0, 2 ) ) = .5 } //------------------------------------------------------------------------------------------------------------------------------------------------------------- CGINCLUDE //------------------------------------------------------------------------------------------------------------------------------------------------------------- #pragma target 5.0 //------------------------------------------------------------------------------------------------------------------------------------------------------------- #include "UnityCG.cginc" //------------------------------------------------------------------------------------------------------------------------------------------------------------- float4 g_vOutlineColor; float g_flOutlineWidth; float g_flCornerAdjust; //------------------------------------------------------------------------------------------------------------------------------------------------------------- struct VS_INPUT { float4 vPositionOs : POSITION; float3 vNormalOs : NORMAL; }; //------------------------------------------------------------------------------------------------------------------------------------------------------------- struct PS_INPUT { float4 vPositionOs : TEXCOORD0; float3 vNormalOs : TEXCOORD1; float4 vPositionPs : SV_POSITION; }; //------------------------------------------------------------------------------------------------------------------------------------------------------------- PS_INPUT MainVs( VS_INPUT i ) { PS_INPUT o; o.vPositionOs.xyzw = i.vPositionOs.xyzw; o.vNormalOs.xyz = i.vNormalOs.xyz; #if UNITY_VERSION >= 540 o.vPositionPs = UnityObjectToClipPos( i.vPositionOs.xyzw ); #else o.vPositionPs = mul( UNITY_MATRIX_MVP, i.vPositionOs.xyzw ); #endif return o; } //------------------------------------------------------------------------------------------------------------------------------------------------------------- PS_INPUT Extrude( PS_INPUT vertex ) { PS_INPUT extruded = vertex; // Offset along normal in projection space float3 vNormalVs = mul( ( float3x3 )UNITY_MATRIX_IT_MV, vertex.vNormalOs.xyz ); float2 vOffsetPs = TransformViewToProjection( vNormalVs.xy ); vOffsetPs.xy = normalize( vOffsetPs.xy ); // Calculate position #if UNITY_VERSION >= 540 extruded.vPositionPs = UnityObjectToClipPos( vertex.vPositionOs.xyzw ); #else extruded.vPositionPs = mul( UNITY_MATRIX_MVP, vertex.vPositionOs.xyzw ); #endif extruded.vPositionPs.xy += vOffsetPs.xy * extruded.vPositionPs.w * g_flOutlineWidth; return extruded; } //------------------------------------------------------------------------------------------------------------------------------------------------------------- [maxvertexcount(18)] void ExtrudeGs( triangle PS_INPUT inputTriangle[3], inout TriangleStream<PS_INPUT> outputStream ) { float3 a = normalize(inputTriangle[0].vPositionOs.xyz - inputTriangle[1].vPositionOs.xyz); float3 b = normalize(inputTriangle[1].vPositionOs.xyz - inputTriangle[2].vPositionOs.xyz); float3 c = normalize(inputTriangle[2].vPositionOs.xyz - inputTriangle[0].vPositionOs.xyz); inputTriangle[0].vNormalOs = inputTriangle[0].vNormalOs + normalize( a - c) * g_flCornerAdjust; inputTriangle[1].vNormalOs = inputTriangle[1].vNormalOs + normalize(-a + b) * g_flCornerAdjust; inputTriangle[2].vNormalOs = inputTriangle[2].vNormalOs + normalize(-b + c) * g_flCornerAdjust; PS_INPUT extrudedTriangle0 = Extrude( inputTriangle[0] ); PS_INPUT extrudedTriangle1 = Extrude( inputTriangle[1] ); PS_INPUT extrudedTriangle2 = Extrude( inputTriangle[2] ); outputStream.Append( inputTriangle[0] ); outputStream.Append( extrudedTriangle0 ); outputStream.Append( inputTriangle[1] ); outputStream.Append( extrudedTriangle0 ); outputStream.Append( extrudedTriangle1 ); outputStream.Append( inputTriangle[1] ); outputStream.Append( inputTriangle[1] ); outputStream.Append( extrudedTriangle1 ); outputStream.Append( extrudedTriangle2 ); outputStream.Append( inputTriangle[1] ); outputStream.Append( extrudedTriangle2 ); outputStream.Append( inputTriangle[2] ); outputStream.Append( inputTriangle[2] ); outputStream.Append( extrudedTriangle2 ); outputStream.Append(inputTriangle[0]); outputStream.Append( extrudedTriangle2 ); outputStream.Append( extrudedTriangle0 ); outputStream.Append( inputTriangle[0] ); } //------------------------------------------------------------------------------------------------------------------------------------------------------------- fixed4 MainPs( PS_INPUT i ) : SV_Target { return g_vOutlineColor; } //------------------------------------------------------------------------------------------------------------------------------------------------------------- fixed4 NullPs( PS_INPUT i ) : SV_Target { return float4( 1.0, 0.0, 1.0, 1.0 ); } ENDCG SubShader { Tags { "RenderType"="Outline" "Queue" = "Geometry-1" } //------------------------------------------------------------------------------------------------------------------------------------------------------------- // Render the object with stencil=1 to mask out the part that isn't the silhouette //------------------------------------------------------------------------------------------------------------------------------------------------------------- Pass { Tags { "LightMode" = "Always" } ColorMask 0 Cull Off ZWrite Off Stencil { Ref 1 Comp always Pass replace } CGPROGRAM #pragma vertex MainVs #pragma fragment NullPs ENDCG } //------------------------------------------------------------------------------------------------------------------------------------------------------------- // Render the outline by extruding along vertex normals and using the stencil mask previously rendered. Only render depth, so that the final pass executes // once per fragment (otherwise alpha blending will look bad). //------------------------------------------------------------------------------------------------------------------------------------------------------------- Pass { Tags { "LightMode" = "Always" } Cull Off ZWrite On Stencil { Ref 1 Comp notequal Pass keep Fail keep } CGPROGRAM #pragma vertex MainVs #pragma geometry ExtrudeGs #pragma fragment MainPs ENDCG } } }
UIOverlay效果
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' Shader "UI/Overlay" { Properties { [PerRendererData] _MainTex ("Font Texture", 2D) = "white" {} _Color("Tint", Color) = (1,1,1,1) _StencilComp ("Stencil Comparison", Float) = 8 _Stencil ("Stencil ID", Float) = 0 _StencilOp ("Stencil Operation", Float) = 0 _StencilWriteMask ("Stencil Write Mask", Float) = 255 _StencilReadMask ("Stencil Read Mask", Float) = 255 _ColorMask ("Color Mask", Float) = 15 } SubShader { LOD 100 Tags { "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" "PreviewType"="Plane" "CanUseSpriteAtlas" = "True" } Stencil { Ref [_Stencil] Comp [_StencilComp] Pass [_StencilOp] ReadMask [_StencilReadMask] WriteMask [_StencilWriteMask] } Cull Off Lighting Off ZWrite Off ZTest Always Offset -1, -1 Blend SrcAlpha OneMinusSrcAlpha ColorMask [_ColorMask] Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" #include "UnityUI.cginc" struct appdata_t { float4 vertex : POSITION; float2 texcoord : TEXCOORD0; float4 color : COLOR; }; struct v2f { float4 vertex : SV_POSITION; half2 texcoord : TEXCOORD0; fixed4 color : COLOR; }; sampler2D _MainTex; float4 _MainTex_ST; fixed4 _Color; fixed4 _TextureSampleAdd; v2f vert (appdata_t v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex); o.color = v.color * _Color; #ifdef UNITY_HALF_TEXEL_OFFSET o.vertex.xy += (_ScreenParams.zw-1.0)*float2(-1,1); #endif return o; } fixed4 frag (v2f i) : SV_Target { fixed4 col = (tex2D(_MainTex, i.texcoord) + _TextureSampleAdd) * i.color; clip (col.a - 0.01); return col; } ENDCG } } }
高亮效果
//======= Copyright (c) Valve Corporation, All rights reserved. ===============
//
// Purpose: Used for the teleport markers
//
//=============================================================================
// UNITY_SHADER_NO_UPGRADE
Shader "Valve/VR/Highlight"
{
Properties
{
_TintColor( "Tint Color", Color ) = ( 1, 1, 1, 1 )
_SeeThru( "SeeThru", Range( 0.0, 1.0 ) ) = 0.25
_Darken( "Darken", Range( 0.0, 1.0 ) ) = 0.0
_MainTex( "MainTex", 2D ) = "white" {}
}
//-------------------------------------------------------------------------------------------------------------------------------------------------------------
CGINCLUDE
// Pragmas --------------------------------------------------------------------------------------------------------------------------------------------------
#pragma target 5.0
#pragma only_renderers d3d11 vulkan
#pragma exclude_renderers gles
// Includes -------------------------------------------------------------------------------------------------------------------------------------------------
#include "UnityCG.cginc"
// Structs --------------------------------------------------------------------------------------------------------------------------------------------------
struct VertexInput
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
fixed4 color : COLOR;
};
struct VertexOutput
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
};
// Globals --------------------------------------------------------------------------------------------------------------------------------------------------
sampler2D _MainTex;
float4 _MainTex_ST;
float4 _TintColor;
float _SeeThru;
float _Darken;
// MainVs ---------------------------------------------------------------------------------------------------------------------------------------------------
VertexOutput MainVS( VertexInput i )
{
VertexOutput o;
#if UNITY_VERSION >= 540
o.vertex = UnityObjectToClipPos(i.vertex);
#else
o.vertex = mul(UNITY_MATRIX_MVP, i.vertex);
#endif
o.uv = TRANSFORM_TEX( i.uv, _MainTex );
o.color = i.color;
return o;
}
// MainPs ---------------------------------------------------------------------------------------------------------------------------------------------------
float4 MainPS( VertexOutput i ) : SV_Target
{
float4 vTexel = tex2D( _MainTex, i.uv ).rgba;
float4 vColor = vTexel.rgba * _TintColor.rgba * i.color.rgba;
vColor.rgba = saturate( 2.0 * vColor.rgba );
float flAlpha = vColor.a;
vColor.rgb *= vColor.a;
vColor.a = lerp( 0.0, _Darken, flAlpha );
return vColor.rgba;
}
// MainPs ---------------------------------------------------------------------------------------------------------------------------------------------------
float4 SeeThruPS( VertexOutput i ) : SV_Target
{
float4 vTexel = tex2D( _MainTex, i.uv ).rgba;
float4 vColor = vTexel.rgba * _TintColor.rgba * i.color.rgba * _SeeThru;
vColor.rgba = saturate( 2.0 * vColor.rgba );
float flAlpha = vColor.a;
vColor.rgb *= vColor.a;
vColor.a = lerp( 0.0, _Darken, flAlpha * _SeeThru );
return vColor.rgba;
}
ENDCG
SubShader
{
Tags{ "Queue" = "Transparent" "RenderType" = "Transparent" }
LOD 100
// Behind Geometry ---------------------------------------------------------------------------------------------------------------------------------------------------
Pass
{
// Render State ---------------------------------------------------------------------------------------------------------------------------------------------
Blend One OneMinusSrcAlpha
Cull Off
ZWrite Off
ZTest Greater
CGPROGRAM
#pragma vertex MainVS
#pragma fragment SeeThruPS
ENDCG
}
Pass
{
// Render State ---------------------------------------------------------------------------------------------------------------------------------------------
Blend One OneMinusSrcAlpha
Cull Off
ZWrite Off
ZTest LEqual
CGPROGRAM
#pragma vertex MainVS
#pragma fragment MainPS
ENDCG
}
}
}