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[Unity3D]Shader程式設計之腐蝕消失

本片shader實現的效果是模型腐蝕消失,且腐蝕的邊緣大小可以調、顏色可調。效果圖如下:

這裡寫圖片描述

設定面板如下:
這裡寫圖片描述

使用時需要給ClipMask引數給一張噪點圖,設定合適的cliplinesize和cliplinecolor,然後調整clipalpha就可以了。

原理是通過獲取噪點圖上對應的顏色,轉換成灰度,然後用灰度與clipalpha對比,如果大於則被剪裁掉。

shader實現如下:

Shader "XM/CorrosionEffect" {
    Properties {
        _Color ("Color", Color) = (1,1,1,1)
        _MainTex ("Albedo (RGB)"
, 2D) = "white" {} _Glossiness ("Smoothness", Range(0,1)) = 0.5 _Metallic ("Metallic", Range(0,1)) = 0.0 _ClipMaskTex ("Clip Mask", 2D) = "white" {} _ClipGray ("Clip Alpha", Range(0.0,1.0)) = 0.0 _ClipLineSize ("Clip Line Size", Range(0,1)) = 0.0 _ClipLineColor("Clip Line Color"
, Color) = (1,1,1,1) } SubShader { Tags { "RenderType"="Opaque" } LOD 200 CGPROGRAM // Physically based Standard lighting model, and enable shadows on all light types #pragma surface surf Standard fullforwardshadows // Use shader model 3.0 target, to get nicer looking lighting
#pragma target 3.0 sampler2D _MainTex; sampler2D _ClipMaskTex; struct Input { float2 uv_MainTex; }; half _Glossiness; half _Metallic; fixed4 _Color; fixed _ClipGray; fixed _ClipLineSize; fixed4 _ClipLineColor; void surf (Input IN, inout SurfaceOutputStandard o) { fixed4 m = tex2D (_ClipMaskTex, IN.uv_MainTex); fixed gray = Luminance(m.rgb); if(gray >= _ClipGray) { clip(-1); } fixed4 c; if(gray >= _ClipGray - _ClipLineSize) { c = _ClipLineColor; } else { // Albedo comes from a texture tinted by color c = tex2D (_MainTex, IN.uv_MainTex) * _Color; } o.Albedo = c.rgb; // Metallic and smoothness come from slider variables o.Metallic = _Metallic; o.Smoothness = _Glossiness; o.Alpha = c.a; } ENDCG } FallBack "Diffuse" }

這裡寫圖片描述