unity-shader溶解效果--最高效的实现方案!!!!!!

最高效! 最高效!! 最高效!!!!的实现:从上到下逐渐消融的效果:
unity-shader溶解效果--最高效的实现方案!!!!!!_第1张图片unity-shader溶解效果--最高效的实现方案!!!!!!_第2张图片话不多说:上代码

Shader "Unlit/dissolve"
{
    Properties
    {
        _MainTex ("Texture", 2D) = "white" {}
        _DissolveTex ("DissolveTex", 2D) = "white" {}
        _DissolveY("Current Y of the dissolve effect",float) = 10
        _DissolveSize("Size of the effect",float) = 2
        _StartingY("Starting Point of the effect",float)=-10
    }
    SubShader
    {
        Tags { "RenderType"="Opaque" }
        LOD 100
        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;
                float3 worldPos : TEXCOORD1;
            };

            sampler2D _MainTex;
            float4 _MainTex_ST;
            sampler2D _DissolveTex;

            float _DissolveY;
            float _DissolveSize;
            float _StartingY;
            v2f vert (appdata v)
            {
                v2f o;
                o.vertex = UnityObjectToClipPos(v.vertex);
                o.uv = TRANSFORM_TEX(v.uv, _MainTex);
                o.worldPos = mul(unity_ObjectToWorld,v.vertex);
                return o;
            }
            fixed4 frag (v2f i) : SV_Target
            {
                float transition= _DissolveY - i.worldPos.y;
                clip(_StartingY + (transition + (tex2D(_DissolveTex,i.uv))* _DissolveSize));


                fixed4 col = tex2D(_MainTex, i.uv);
                
                return col;
            }
            ENDCG
        }
    }
}

这里特别说明一下:Clip函数:
(1)clip()函数可以丢弃掉一些不满足条件的像素
比如clip(xx.a-0.3)将丢弃掉alpha值小于0.3的像素。
等价于
if(xx.a<0.3)
discard;
(2)意思就是 clip(小于0的数):结果是会被全部丢弃
例如 clip(-1)会全部丢弃,clip(0)全部显示,不是必须使用clip(a-b)这种僵硬表达式。
unity-shader溶解效果--最高效的实现方案!!!!!!_第3张图片
(3)写了一个C#测试脚本,参数就是上图中的,自己动手+思考
就能深刻理解:

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class Dissolve : MonoBehaviour
{
    public Material dissolveMaterial;
    public float speed,min, startTime;
    private float currentY = 10;
    private void Update(){
        if(currentY > -30){
            dissolveMaterial.SetFloat("_DissolveY",currentY);
            currentY -= Time.deltaTime * speed;
            Debug.LogError("currentY="+currentY);
        }
        if (Input.GetKeyDown(KeyCode.E))
        {
            TriggerEffect();
        }
    }
    private void TriggerEffect(){
        currentY =5;
        startTime = Time.time;
    }
}

这几天有点懈怠了!!不要为自己找借口~~ i love you !!!

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