[UnityShader3]光晕效果
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[UnityShader3]光晕效果
小編覺得挺不錯(cuò)的,現(xiàn)在分享給大家,幫大家做個(gè)參考.
參考鏈接:
3D:
http://tieba.baidu.com/p/2454612524
http://tieba.baidu.com/p/3401476641
http://bbs.cgwell.com/thread-11215-1-1.html
2D:
http://www.cnblogs.com/xiaozefeng/p/Unity3D_Shader_Light_Sword.html
一、3D光暈
效果圖:
其實(shí)3D光暈,就是邊緣光的一個(gè)變種而已。如果你想把這個(gè)shader應(yīng)用到人物、武器模型上,需要修改一下法線擠出的值,或者干脆就不要法線擠出,直接削減模型邊緣。
Shader "Custom/Glow" {Properties{_MainTex ("Texture", 2D) = "white" {}_EdgeColor ("EdgeColor", Color) = (1, 0, 0, 1)_EdgePower ("EdgePower", Range(-2, 2)) = -2_EdgeMinStrength ("MinStrength", Range(0, 1)) = 0.5//若大于該強(qiáng)度,則發(fā)光}SubShader{Tags { "Queue" = "Transparent" }Blend SrcAlpha OneMinusSrcAlphaPass{CGPROGRAM#pragma vertex vert#pragma fragment frag#include "UnityCG.cginc"struct appdata{float4 vertex : POSITION;float2 uv : TEXCOORD0;float3 normal : NORMAL;};struct v2f{ float4 vertex : SV_POSITION;float2 uv : TEXCOORD0;float3 worldNormal : TEXCOORD1;float3 worldViewDir : TEXCOORD2;};sampler2D _MainTex;float4 _MainTex_ST;fixed4 _EdgeColor;half _EdgePower;fixed _EdgeMinStrength;v2f vert (appdata v){v2f o;v.vertex.xyz += v.normal * 0.1;//如果不是幾何模型的話(如人物),最好注釋這句,否則模型會(huì)變胖變形o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);o.uv = TRANSFORM_TEX(v.uv, _MainTex);o.worldNormal = mul(_Object2World, v.normal);o.worldViewDir = WorldSpaceViewDir(v.vertex);return o;}fixed4 frag (v2f i) : SV_Target{fixed4 col = tex2D(_MainTex, i.uv);float dotProduct = saturate(dot(normalize(i.worldNormal), normalize(i.worldViewDir)));float edgeStrength = 1 - dotProduct;if(edgeStrength > _EdgeMinStrength) {fixed4 finalCol = pow(dotProduct, _EdgePower) * _EdgeColor * 2;finalCol.a = pow(dotProduct, 1.5);return finalCol;} else return col;}ENDCG}} }
二、2D光暈
效果圖:
光暈效果的一個(gè)特征就是有漸變的效果,但是由于本人的P圖技術(shù)不精,搞了很久也弄不成合適的漸變圖,所以效果就比較差了。
Shader "Custom/Glow2" {Properties{_MainTex ("Texture", 2D) = "white" {}_HaloTex ("HaloTex", 2D) = "white" {}_EmissionColor ("EmissionColor", Color) = (0, 0, 1, 1)_HaloAlpha ("HaloAlpha", Range(0, 0.5)) = 0}SubShader{Tags { "Queue" = "Transparent" }Blend SrcAlpha OneMinusSrcAlphaPass{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 uv : TEXCOORD0;float2 haloUV : TEXCOORD1;//如果兩張圖片不對(duì)齊,需要對(duì)光暈圖進(jìn)行uv偏移};sampler2D _MainTex;float4 _MainTex_ST;sampler2D _HaloTex;float4 _HaloTex_ST;fixed4 _EmissionColor;float _HaloAlpha;v2f vert (appdata v){v2f o;o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);o.uv = TRANSFORM_TEX(v.uv, _MainTex);o.haloUV = TRANSFORM_TEX(v.uv, _HaloTex);return o;}fixed4 frag (v2f i) : SV_Target{fixed4 mainCol = tex2D(_MainTex, i.uv);fixed4 haloCol = tex2D(_HaloTex, i.haloUV);//顏色分兩部分計(jì)算//1.劍體 2.劍體周圍的光暈fixed3 finalRGB = mainCol.rgb + _EmissionColor.rgb //1 + haloCol.a * _EmissionColor.rgb; //2fixed finalA = max(mainCol.a, haloCol.a * _HaloAlpha * abs(sin(_Time.y * 2)));return fixed4(finalRGB, finalA);}ENDCG}} }這是unitypackage:
http://pan.baidu.com/s/1dFFhPxn
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