Shader学习笔记 01 - 溶解

通常3D溶解

边缘溶解

使用噪声贴图或者程序噪声,经过范围0-1的float材质参数在片元着色器进行 clip 操做。算法

float _DissolveDegree;  // 材质参数:溶解程度
// fbm 程序噪声生成
float test = fbm(i.uv) - _DissolveDegree;
clip(test);
边缘颜色

使用hdr、渐变纹理(RampTexture)、bloom提升效果。app

image

程序噪声参考 link动画

示例源码:


3d

Shader "DissolvePack/unlit/DissolveSh" { Properties { _MainTex ("Texture", 2D) = "white" {} _RampTexture ("Ramp Texture", 2D) = "white" {} _Color("Tint", Color) = (1,1,1,1) _Color2("Burn Color", Color) = (1,1,1,1) _DissolveDegree("Dissolve Degree", Range(0,1)) = 0 _DissolveOffset("Dissolve Offset", Range(0.0, 0.5)) = 0.15 } SubShader { Tags { "RenderType"="Opaque" } LOD 100
    Pass
    {
        CGPROGRAM
        #pragma vertex vert
        #pragma fragment frag
        // make fog work
        #pragma multi_compile_fog

        #include "UnityCG.cginc"
        // 程序噪声 https://thebookofshaders.com/13/?lan=ch
        #include "../Noise.cginc"



        struct appdata
        {
            float4 vertex : POSITION;
            float2 uv : TEXCOORD0;
        };

        struct v2f
        {
            float2 uv : TEXCOORD0;
            UNITY_FOG_COORDS(1)
            float4 vertex : SV_POSITION;
        };

        sampler2D _MainTex,_RampTexture;
        float4 _MainTex_ST;
        float _DissolveDegree,_DissolveOffset;
        float4 _Color,_Color2;

        v2f vert (appdata v)
        {
            v2f o;
            o.vertex = UnityObjectToClipPos(v.vertex);
            o.uv = TRANSFORM_TEX(v.uv, _MainTex);
            UNITY_TRANSFER_FOG(o,o.vertex);
            return o;
        }

        fixed4 frag (v2f i) : SV_Target
        {
            // sample the texture
            fixed4 color = tex2D(_MainTex, i.uv);
            fixed4 col = saturate(color*_Color);
            fixed4 burnColor = saturate(color*_Color2);
            float test = fbm(i.uv) - _DissolveDegree;
            clip(test);
            if(test < _DissolveOffset && _DissolveDegree > 0) {
                //col = burnColor;
                col = tex2D(_RampTexture, float2(test/_DissolveOffset,0));
            }

            // apply fog
            UNITY_APPLY_FOG(i.fogCoord, col);
            return col;
        }
        ENDCG
    }
}
Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag // make fog work #pragma multi_compile_fog #include "UnityCG.cginc" // 程序噪声 https://thebookofshaders.com/13/?lan=ch #include "../Noise.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct v2f { float2 uv : TEXCOORD0; UNITY_FOG_COORDS(1) float4 vertex : SV_POSITION; }; sampler2D _MainTex,_RampTexture; float4 _MainTex_ST; float _DissolveDegree,_DissolveOffset; float4 _Color,_Color2; v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = TRANSFORM_TEX(v.uv, _MainTex); UNITY_TRANSFER_FOG(o,o.vertex); return o; } fixed4 frag (v2f i) : SV_Target { // sample the texture fixed4 color = tex2D(_MainTex, i.uv); fixed4 col = saturate(color*_Color); fixed4 burnColor = saturate(color*_Color2); float test = fbm(i.uv) - _DissolveDegree; clip(test); if(test < _DissolveOffset && _DissolveDegree > 0) { //col = burnColor; col = tex2D(_RampTexture, float2(test/_DissolveOffset,0)); } // apply fog UNITY_APPLY_FOG(i.fogCoord, col); return col; } ENDCG } }}

带状边缘

有些游戏的类型(eg:卡通)可能不须要平滑的溶解边缘,让边缘的颜色不是平滑渐进而是以相似{0,0.2,0.4,0.6...}阶梯式的渐进。code

float _BandingSize; // 材质参数:带状大小,渐进值为 1 / _BandingSize,eg:_BandingSize = 5,则为{0,0.2,0.4,0.6...}
round(fbm(uv)*_BandingSize)/_BandingSize

image

像素溶解

使用uv生成噪声时,让小数位的精度丢失。orm

image

float pixelSize = 10;
float noise = fbm(floor(uv*pixelSize));
方向溶解

模型坐标与方向(vector材质参数,归一化)进行点乘,越偏离方向值越小。blog

half test = (dot(objectPosition, normalize(_DissolveDir))+ 1) / 2 - _DissolveDegree;
clip(test);

image

反面

溶解3d模型时反面会被剔除(cull),关闭剔除时效果:游戏

image

方面溶解使用VFACE自定义剔除面:图片

frag(fixed facing:VFACE){
    if(facing < 0) 颜色赋值.
}

image

旋转,缩放的影响

使用模型坐标旋转时方向会同时跟随着变化,缩放会致使offset变化。ip

image

改用忽略掉位移的世界坐标(即以模型坐标原点和世界坐标原点重合)即可以让方向不受模型旋转,缩放的影响。

vert {
    // 矩阵变换的第四列是位移变化,强转为float3x3便会忽略位移变换。
    float3 worldPos = mul((float3x3)unity_ObjectToWorld, vertex.xyz);
}

image

示例源码:


Shader "Unlit/DirectionalDissolveSh" { Properties { _MainTex ("Texture", 2D) = "white" {} _RampTexture ("Ramp Texture", 2D) = "white" {} _DissolveDir("Dissolve Direction", vector) = (0,0,0,0) _DissolveDegree("Dissolve Degree", Range(0,1)) = 0 _DissolveOffset("Dissolve Offset", Range(0.0, 0.5)) = 0.15 _NoiseST("Noise Scale & Offset", vector) = (1,1,0,0) [HDR]_Tint("Tint", Color) = (1,1,1,1) } SubShader { Tags { "RenderType"="Opaque" } LOD 100
    Pass
    {
        CGPROGRAM
        #pragma vertex vert
        #pragma fragment frag
        // make fog work
        #pragma multi_compile_fog

        #include "UnityCG.cginc"
        // 程序噪声 https://thebookofshaders.com/13/?lan=ch
        #include "../Noise.cginc"

        struct appdata
        {
            float4 vertex : POSITION;
            float2 uv : TEXCOORD0;
        };

        struct v2f
        {
            float2 uv : TEXCOORD0;
            float3 worldPosAdj : TEXCOORD1;
            UNITY_FOG_COORDS(1)
            float4 vertex : SV_POSITION;
        };

        sampler2D _MainTex,_RampTexture;
        float4 _MainTex_ST;
        float4 _DissolveDir;
        float4 _Tint;
        float4 _NoiseST;
        float _DissolveDegree, _DissolveOffset;

        v2f vert (appdata v)
        {
            v2f o;
            o.vertex = UnityObjectToClipPos(v.vertex);
            o.uv = TRANSFORM_TEX(v.uv, _MainTex);
            o.worldPosAdj = mul((float3x3)unity_ObjectToWorld, v.vertex.xyz);
            //o.worldPosAdj = v.vertex;
            UNITY_TRANSFER_FOG(o,o.vertex);
            return o;
        }

        fixed4 frag (v2f i) : SV_Target
        {
            // sample the texture
            fixed4 col = tex2D(_MainTex, i.uv);
            // [-1,1] => [0,1]
            half test = (dot(i.worldPosAdj, normalize(_DissolveDir))+ 1) / 2 - _DissolveDegree;
            clip(test);

            float noise = fbm(i.uv*_NoiseST.xy+_NoiseST.zw);
            test = test*noise - 0.01;
            clip (test);
            float offset = _DissolveOffset*0.1;

            if(test < offset && _DissolveDegree > 0) {
                col = tex2D(_RampTexture, float2(test/offset,0)) * _Tint;
            }

            // apply fog
            UNITY_APPLY_FOG(i.fogCoord, col);
            return col;
        }
        ENDCG
    }
}
Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag // make fog work #pragma multi_compile_fog #include "UnityCG.cginc" // 程序噪声 https://thebookofshaders.com/13/?lan=ch #include "../Noise.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct v2f { float2 uv : TEXCOORD0; float3 worldPosAdj : TEXCOORD1; UNITY_FOG_COORDS(1) float4 vertex : SV_POSITION; }; sampler2D _MainTex,_RampTexture; float4 _MainTex_ST; float4 _DissolveDir; float4 _Tint; float4 _NoiseST; float _DissolveDegree, _DissolveOffset; v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = TRANSFORM_TEX(v.uv, _MainTex); o.worldPosAdj = mul((float3x3)unity_ObjectToWorld, v.vertex.xyz); //o.worldPosAdj = v.vertex; UNITY_TRANSFER_FOG(o,o.vertex); return o; } fixed4 frag (v2f i) : SV_Target { // sample the texture fixed4 col = tex2D(_MainTex, i.uv); // [-1,1] => [0,1] half test = (dot(i.worldPosAdj, normalize(_DissolveDir))+ 1) / 2 - _DissolveDegree; clip(test); float noise = fbm(i.uv*_NoiseST.xy+_NoiseST.zw); test = test*noise - 0.01; clip (test); float offset = _DissolveOffset*0.1; if(test < offset && _DissolveDegree > 0) { col = tex2D(_RampTexture, float2(test/offset,0)) * _Tint; } // apply fog UNITY_APPLY_FOG(i.fogCoord, col); return col; } ENDCG } }}

传送溶解 Teleport Dissolve

在溶解的过程加上形变即顶点移动。

vert {
    float3 worldPosAdj = mul(unity_ObjectToWorld, vertex.xyz);
    float posRatio = (dot(worldPosAdj, dir) + 1 ) / 2;
    vertex.xyz += dir * fbm(uv) * _DissolveDegree * posRatio * _ChangeSize;
}

image

2D Sprite 溶解 (无光照)

主要操做都在片元着色器里;溶解图片使用噪声也可使用贴图,贴图能够多种多样,甚至是帧动画图片;因为不参与光照计算,sprite的颜色变化须要手动处理,处理方法能够是相似于数字图像处理之类的方法,也能够与扰动贴图相关联;Sprite的溶解一样可使用适用于3d的溶解;因为sprite有部分透明区域,渲染模式也是透明的,全部裁剪能够经过a通道。

边缘溶解
// 材质参数
float _DissolveDegree;  // 溶解程度
float _DissolveOffset; // 溶解边缘宽度
float4 _NoiseST; // 噪声缩放和平移
float4 _TargetColor; // 总体变化颜色

// 修改透明度,且让边缘颜色有渐进效果
float4 c = smoothstep(_DissolveDegree, _DissolveDegree + _DissolveOffset, fbm(uv * _NoiseST.xy + _NoiseST.zw));
color *= c;

// 总体颜色变化
color.rgb = lerp(color.rgb, color.rgb * (1 - color.a) + _TargetColor.rgb, _DissolveDegree);
// 相乘效果也还行
color.rgb = lerp(color.rgb, color.rgb * (1 - color.a) * _TargetColor.rgb * 20, _DissolveDegree);

image

溶解方向

使用uv参数,可配方向一样使用dot。

float2 dir = normalize(float2(_DissolveDir.x,_DissolveDir.y));
float test = (dot(dir,uv - float2(0.5,0.5))+1)/2 - _DissolveDegree;

因为uv是固定的,不像坐标那么不可控,能够经过程序算法生成一些特殊的边缘变化。

// eg
float offset = _DissolveDegree*sin(uv.x*5*3.14);
float test = (1 + offset)*(1-uv.y)/(_DissolveDegree + 0.01);

image

噪声贴图

一种是直接使用噪声贴图图的像素值影响uv(distortion),让主帖图具备噪声贴图的形状。而后sprite逐渐溶解(透明值、或使用噪声、或者使用方向溶解都行)。

eg: 2dxfx上的blood的简化版,只保留了扭曲(distortion)和方向溶解(directional dissolve)。
image

另外一种是使用噪声贴图的各个通道,每一个通道是不一样的形状,在不一样时段影响主贴图,而后合并在一块儿。2dxfx上的那几个teleportion基本上都是使用这种方法,再加上闪光(shiny)之类的效果合并而成。最终效果依赖于贴图的选择制做。

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