前言
Unity2021.3.23
一、实现原理
Time控制UV的变化,再采样一张流光贴图.即可实现流光效果。
二、效果及源码展示
1.流光效果
效果描述:
1.边缘光(菲尼尔),
2.从上到下扫描光.
效果图如下:
代码如下:
Shader "Unlit/ScanCode"
{Properties{_MainTex ("Texture", 2D) = "white" {}_RimMin("RimMin",Range(-1,1)) = 0.0_RimMax("RimMax",Range(0,2)) = 1.0_InnerColor("InnerColor",Color) = (0.0, 0.0, 0.0 ,0.0)_RimColor("Rim Color", Color) = (1,1,1,1)_RimIntensity("Rim Intensity", Float) = 1.0_FlowTilling("Flow Tilling",Vector) = (1,1,0,0)_FlowSpeed("Flow Speed", Vector)= (1,1,0,0)_FlowTex("Flow Tex", 2D) = "white"{}_FlowIntensity("Flow Intensity",Float) = 0.5_InnerAlpha("Inner Alpha",Range(0.0,1.0)) = 0.0}SubShader{//Tags { "RenderType"="Opaque" }Tags { "Queue"="Transparent" }LOD 100Pass{ZWrite offBlend SrcAlpha OneCGPROGRAM#pragma vertex vert#pragma fragment frag#include "UnityCG.cginc"struct appdata{float4 vertex : POSITION;float2 texcoord : TEXCOORD0;float3 normal : NORMAL;};struct v2f{float2 uv : TEXCOORD0;float4 vertex : SV_POSITION;float3 pos_world :TEXCOORD1;float3 normal_world : TEXCOORD2;//轴点的世界空间坐标float3 pivot_world :TEXCOORD3;};sampler2D _MainTex;float4 _MainTex_ST;float _RimMin;float _RimMax;float4 _InnerColor;float4 _RimColor;float4 _RimIntensity;float4 _FlowTilling;float4 _FlowSpeed;sampler2D _FlowTex;float _FlowIntensity;float _InnerAlpha;v2f vert (appdata v){v2f o;o.vertex = UnityObjectToClipPos(v.vertex);//float4(v.normal,0.0)如果是向量,后面补0.0float3 normal_world = mul(float4(v.normal,0.0), unity_WorldToObject);float3 pos_world = mul(unity_ObjectToWorld,v.vertex).xyz;o.normal_world = normalize(normal_world);o.pos_world = pos_world;//三维向量变成一个四维向量,后面补1.0,o.pivot_world = mul(unity_ObjectToWorld,float4(0.0, 0.0, 0.0, 1.0));o.uv = v.texcoord; return o;}fixed4 frag (v2f i) : SV_Target{//1.边缘光half3 normal_world = normalize(i.normal_world);//视线方向的向量,先拿到世界空间上的摄像机的位置,然后归一化。//精度上,向量用half3就够了。片元阶段要非常注意性能half3 view_world = normalize(_WorldSpaceCameraPos.xyz -i.pos_world);//限制在0-1的范围内 half NdotV = saturate(dot(normal_world, view_world));half fresnel = 1.0 - NdotV;fresnel = smoothstep(_RimMin,_RimMax, fresnel);//自发光half emiss = tex2D(_MainTex, i.uv).r;emiss = pow(emiss, 5.0);half final_fresnel = saturate(fresnel + emiss);//设置颜色half3 final_rim_color = lerp(_InnerColor.xyz, _RimColor.xyz *_RimIntensity, final_fresnel);half final_rim_alpha = final_fresnel;//2.流光half2 uv_flow = (i.pos_world.xy - i.pivot_world.xy) * _FlowTilling.xy; uv_flow =uv_flow + _Time.y * _FlowSpeed.xy;float4 flow_rgba = tex2D(_FlowTex, uv_flow) * _FlowIntensity;//整合float3 final_col = final_rim_color + flow_rgba.xyz;float final_alpha = saturate(final_rim_alpha + flow_rgba.a + _InnerAlpha);return float4(final_col,final_alpha);}ENDCG}}
}
(i.pos_world.xy - i.pivot_world.xy)
用于计算UV位置,达到从上到下的扫描效果.