Unity3D使用Shader实现腐蚀消失

这篇文章主要为大家详细介绍了Unity3D使用Shader实现腐蚀消失,具有一定的参考价值,感兴趣的小伙伴们可以参考一下

本片shader实现的效果是模型腐蚀消失,且腐蚀的边缘大小可以调、颜色可调。效果图如下:

设置面板如下:

使用时需要给ClipMask参数给一张噪点图,设置合适的cliplinesize和cliplinecolor,然后调整clipalpha就可以了。

原理是通过获取噪点图上对应的颜色,转换成灰度,然后用灰度与clipalpha对比,如果大于则被剪裁掉。

shader实现如下:


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"
}

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本文标题为:Unity3D使用Shader实现腐蚀消失

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