URP 溶解着色器和半卡通着色器代码示例
URP 溶解着色器
Shader "Custom/DissolveURP" {
Properties {
_MainTex ("Texture", 2D) = "white" {}
_DissolveTex ("Dissolve Texture", 2D) = "white" {}
_DissolveColor ("Dissolve Color", Color) = (1,1,1,1)
_DissolveAmount ("Dissolve Amount", Range(0,1)) = 0.5
}
SubShader {
Tags { "Queue"="Transparent" "RenderType"="Transparent" }
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata {
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f {
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
sampler2D _DissolveTex;
float4 _DissolveColor;
float _DissolveAmount;
v2f vert (appdata v) {
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
fixed4 frag (v2f i) : SV_Target {
float4 tex = tex2D(_MainTex, i.uv);
float4 dissolve = tex2D(_DissolveTex, i.uv);
float4 dissolveColor = lerp(tex, _DissolveColor, dissolve.r * _DissolveAmount);
dissolveColor.a = tex.a;
return dissolveColor;
}
ENDCG
}
}
FallBack "Diffuse"
}
半卡通着色器
Shader "Custom/HalfToon" {
Properties {
_MainTex ("Texture", 2D) = "white" {}
_Color ("Color", Color) = (1,1,1,1)
_RampTex ("Ramp Texture", 2D) = "white" {}
_ShadowColor ("Shadow Color", Color) = (0,0,0,1)
}
SubShader {
Tags { "Queue"="Transparent" "RenderType"="Transparent" }
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata {
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f {
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
sampler2D _RampTex;
float4 _Color;
float4 _ShadowColor;
v2f vert (appdata v) {
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
fixed4 frag (v2f i) : SV_Target {
float4 tex = tex2D(_MainTex, i.uv);
float4 ramp = tex2D(_RampTex, float2(tex.r, 0.5));
float4 color = _Color * tex;
float4 shadow = _ShadowColor * (1 - ramp.r);
return color + shadow;
}
ENDCG
}
}
FallBack "Diffuse"
}
使用说明:
- 将上述代码复制到 Unity 的 Shader 文件中。
- 将材质应用到游戏物体上,并根据需要调整材质属性。
- 运行游戏,即可查看效果。
注意:
- 以上代码仅供参考,可以根据需要进行修改和调整。
- 溶解着色器需要一个纹理作为溶解图,该纹理的灰度值将影响溶解效果。
- 半卡通着色器需要一个纹理作为色阶图,该纹理的灰度值将影响阴影效果。
原文地址: https://www.cveoy.top/t/topic/obA0 著作权归作者所有。请勿转载和采集!