最终效果
-------------------------------
思路
为了 投影出体积阴影,咱们多用一个pass来渲染网格。
网格延伸的方向是灯光的方向。
咱们将顶点转换到模型空间,而后计算和灯光的角度进行顶点的偏移。
btw:由于根据顶点偏移,因此不能对断开的顶点进行平滑的过分。
经过点乘插值咱们来决定颜色的插值。
该shader不只能够用来作体积投影,也能够在灯光下作体积光。
源代码
Shader "QQ/LightTrail"
{
Properties
{
//_FrontColor("FrontColor",Color) = (0.5,0.5,0.5,1)
_BackColor("BackColor",Color) = (0,0,0,1)
_LightColor("LightColor",Color) = (1,1,0,1)
_MainTex("Texture", 2D) = "white" {}
_SmoothRange("SmoothRange",Range(0,20)) = 1
_TrailColor("TrailColor",Color) = (0,0,0,1)
_TrailPower("TrailPower",Range(0,10)) = 2
_TrailLength("TrailLength",Range(0,500)) = 100
}
SubShader
{
Tags{ "RenderType" = "Transparent"
"Queue" = "Transparent" }
LOD 100
Pass
{
Tags{ "LightMode" = "ForwardBase" }
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_fog
#include "UnityCG.cginc"
struct a2v
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
float3 normal:NORMAL;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
float4 wPos:TEXCOORD1;
UNITY_FOG_COORDS(2)
float3 normal:TEXCOORD3;
float2 uv_mask:TEXCOORD4;
};
uniform float4 _LightColor0;
//fixed4 _FrontColor;
fixed4 _BackColor;
fixed4 _LightColor;
sampler2D _MainTex;
float4 _MainTex_ST;
float _SmoothRange;
v2f vert(a2v v)
{
v2f o;
o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
o.wPos = mul(unity_ObjectToWorld,v.vertex);
_MainTex_ST.zw *= _Time.x;
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
o.normal = UnityObjectToWorldNormal(v.normal);
UNITY_TRANSFER_FOG(o,o.vertex);
return o;
}
fixed4 frag(v2f i) : SV_Target
{
float nor = dot(i.normal, normalize(UnityWorldSpaceLightDir(i.wPos)));
fixed4 col = tex2D(_MainTex, i.uv);
float _front = saturate(nor*_SmoothRange);
col *= lerp(_BackColor, _LightColor0,_front);
col += _LightColor*min(1 - _front,col.a);
UNITY_APPLY_FOG(i.fogCoord, col);
return col;
}
ENDCG
}
Pass
{
Tags{ "LightMode" = "ForwardBase" }
ZWrite Off
Cull Off
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_fog
#include "UnityCG.cginc"
struct a2v
{
float4 vertex : POSITION;
float3 normal:NORMAL;
};
struct v2f
{
float4 vertex : SV_POSITION;
float3 wPos:TEXCOORD1;
float3 normal:TEXCOORD2;
UNITY_FOG_COORDS(3)
};
fixed4 _TrailColor;
float _TrailPower;
float _TrailLength;
v2f vert(a2v v)
{
v2f o;
o.wPos = mul(unity_ObjectToWorld,v.vertex);
o.normal = UnityObjectToWorldNormal(v.normal);
v.vertex.xyz += v.normal*0.01;
o.vertex = mul(UNITY_MATRIX_M, v.vertex);
float3 lightDir = normalize(UnityWorldSpaceLightDir(o.wPos));
float NdotL = min(0,dot(o.normal, lightDir.xyz));
o.vertex.xyz += lightDir *NdotL* _TrailLength;
o.vertex = mul(UNITY_MATRIX_VP, o.vertex);
UNITY_TRANSFER_FOG(o,o.vertex);
return o;
}
fixed4 frag(v2f i) : SV_Target
{
float nor = dot(i.normal, normalize(UnityWorldSpaceLightDir(i.wPos)));
fixed4 col = _TrailColor*(pow(1.5*_TrailColor.a - abs(nor), _TrailPower));
UNITY_APPLY_FOG(i.fogCoord, col);
return col;
}
ENDCG
}
Pass
{
Blend One One
Tags{ "LightMode" = "ForwardAdd" }
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_fog
#include "UnityCG.cginc"
struct a2v
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
float3 normal:NORMAL;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
float4 wPos:TEXCOORD1;
UNITY_FOG_COORDS(2)
float3 normal:TEXCOORD3;
float2 uv_mask:TEXCOORD4;
};
uniform float4 _LightColor0;
//fixed4 _FrontColor;
fixed4 _BackColor;
fixed4 _LightColor;
sampler2D _MainTex;
float4 _MainTex_ST;
float _SmoothRange;
v2f vert(a2v v)
{
v2f o;
o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
o.wPos = mul(unity_ObjectToWorld,v.vertex);
_MainTex_ST.zw *= _Time.x;
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
o.normal = UnityObjectToWorldNormal(v.normal);
UNITY_TRANSFER_FOG(o,o.vertex);
return o;
}
fixed4 frag(v2f i) : SV_Target
{
float nor = dot(i.normal, normalize(UnityWorldSpaceLightDir(i.wPos)));
fixed4 col = tex2D(_MainTex, i.uv);
float _front = saturate(nor*_SmoothRange);
col *= lerp(_BackColor, _LightColor0,_front);
col += _LightColor*min(1 - _front,col.a);
UNITY_APPLY_FOG(i.fogCoord, col);
return col;
}
ENDCG
}
Pass
{
Tags{ "LightMode" = "ForwardAdd" }
ZWrite Off
Cull Off
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_fog
#include "UnityCG.cginc"
struct a2v
{
float4 vertex : POSITION;
float3 normal:NORMAL;
};
struct v2f
{
float4 vertex : SV_POSITION;
float3 wPos:TEXCOORD1;
float3 normal:TEXCOORD2;
UNITY_FOG_COORDS(3)
};
fixed4 _TrailColor;
float _TrailPower;
float _TrailLength;
v2f vert(a2v v)
{
v2f o;
o.wPos = mul(unity_ObjectToWorld,v.vertex);
o.normal = UnityObjectToWorldNormal(v.normal);
v.vertex.xyz += v.normal*0.01;
o.vertex = mul(UNITY_MATRIX_M, v.vertex);
float3 lightDir = normalize(UnityWorldSpaceLightDir(o.wPos));
float NdotL = min(0,dot(o.normal, lightDir.xyz));
o.vertex.xyz += lightDir *NdotL* _TrailLength;
o.vertex = mul(UNITY_MATRIX_VP, o.vertex);
UNITY_TRANSFER_FOG(o,o.vertex);
return o;
}
fixed4 frag(v2f i) : SV_Target
{
float nor = dot(i.normal, normalize(UnityWorldSpaceLightDir(i.wPos)));
fixed4 col = _TrailColor*(pow(1.5*_TrailColor.a - abs(nor), _TrailPower));
UNITY_APPLY_FOG(i.fogCoord, col);
return col;
}
ENDCG
}
}
}