unity各种特效shader效果资源以及位置

 

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https://blog.csdn.net/qq_37057633/article/details/81120583?utm_source=blogxgwz1


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unityOutline边框效果,用法直接把shader符合该物体,作为物体的子物体

//======= Copyright (c) Valve Corporation, All rights reserved. ===============
//
// Purpose: Used to show the outline of the object
//
//=============================================================================
// UNITY_SHADER_NO_UPGRADE
Shader "Valve/VR/Outline"
{
	//-------------------------------------------------------------------------------------------------------------------------------------------------------------
	Properties
	{
		g_vOutlineColor( "Outline Color", Color ) = ( .5, .5, .5, 1 )
		g_flOutlineWidth( "Outline width", Range ( .001, 0.03 ) ) = .005
		g_flCornerAdjust( "Corner Adjustment", Range( 0, 2 ) ) = .5
	}

	//-------------------------------------------------------------------------------------------------------------------------------------------------------------
	CGINCLUDE

		//-------------------------------------------------------------------------------------------------------------------------------------------------------------
		#pragma target 5.0

		//-------------------------------------------------------------------------------------------------------------------------------------------------------------
		#include "UnityCG.cginc"

		//-------------------------------------------------------------------------------------------------------------------------------------------------------------
		float4 g_vOutlineColor;
		float g_flOutlineWidth;
		float g_flCornerAdjust;

		//-------------------------------------------------------------------------------------------------------------------------------------------------------------
		struct VS_INPUT
		{
			float4 vPositionOs : POSITION;
			float3 vNormalOs : NORMAL;
		};

		//-------------------------------------------------------------------------------------------------------------------------------------------------------------
		struct PS_INPUT
		{
			float4 vPositionOs : TEXCOORD0;
			float3 vNormalOs : TEXCOORD1;
			float4 vPositionPs : SV_POSITION;
		};

		//-------------------------------------------------------------------------------------------------------------------------------------------------------------
		PS_INPUT MainVs( VS_INPUT i )
		{
			PS_INPUT o;
			o.vPositionOs.xyzw = i.vPositionOs.xyzw;
			o.vNormalOs.xyz = i.vNormalOs.xyz;
#if UNITY_VERSION >= 540
			o.vPositionPs = UnityObjectToClipPos( i.vPositionOs.xyzw );
#else
			o.vPositionPs = mul( UNITY_MATRIX_MVP, i.vPositionOs.xyzw );
#endif
			return o;
		}

		//-------------------------------------------------------------------------------------------------------------------------------------------------------------
		PS_INPUT Extrude( PS_INPUT vertex )
		{
			PS_INPUT extruded = vertex;

			// Offset along normal in projection space
			float3 vNormalVs = mul( ( float3x3 )UNITY_MATRIX_IT_MV, vertex.vNormalOs.xyz );
			float2 vOffsetPs = TransformViewToProjection( vNormalVs.xy );
			vOffsetPs.xy = normalize( vOffsetPs.xy );

			// Calculate position
#if UNITY_VERSION >= 540
			extruded.vPositionPs = UnityObjectToClipPos( vertex.vPositionOs.xyzw );
#else
			extruded.vPositionPs = mul( UNITY_MATRIX_MVP, vertex.vPositionOs.xyzw );
#endif
			extruded.vPositionPs.xy += vOffsetPs.xy * extruded.vPositionPs.w * g_flOutlineWidth;

			return extruded;
		}

		//-------------------------------------------------------------------------------------------------------------------------------------------------------------
		[maxvertexcount(18)]
		void ExtrudeGs( triangle PS_INPUT inputTriangle[3], inout TriangleStream outputStream )
		{
		    float3 a = normalize(inputTriangle[0].vPositionOs.xyz - inputTriangle[1].vPositionOs.xyz);
		    float3 b = normalize(inputTriangle[1].vPositionOs.xyz - inputTriangle[2].vPositionOs.xyz);
		    float3 c = normalize(inputTriangle[2].vPositionOs.xyz - inputTriangle[0].vPositionOs.xyz);

		    inputTriangle[0].vNormalOs = inputTriangle[0].vNormalOs + normalize( a - c) * g_flCornerAdjust;
		    inputTriangle[1].vNormalOs = inputTriangle[1].vNormalOs + normalize(-a + b) * g_flCornerAdjust;
		    inputTriangle[2].vNormalOs = inputTriangle[2].vNormalOs + normalize(-b + c) * g_flCornerAdjust;

		    PS_INPUT extrudedTriangle0 = Extrude( inputTriangle[0] );
		    PS_INPUT extrudedTriangle1 = Extrude( inputTriangle[1] );
		    PS_INPUT extrudedTriangle2 = Extrude( inputTriangle[2] );

		    outputStream.Append( inputTriangle[0] );
		    outputStream.Append( extrudedTriangle0 );
		    outputStream.Append( inputTriangle[1] );
		    outputStream.Append( extrudedTriangle0 );
		    outputStream.Append( extrudedTriangle1 );
		    outputStream.Append( inputTriangle[1] );

		    outputStream.Append( inputTriangle[1] );
		    outputStream.Append( extrudedTriangle1 );
		    outputStream.Append( extrudedTriangle2 );
		    outputStream.Append( inputTriangle[1] );
		    outputStream.Append( extrudedTriangle2 );
		    outputStream.Append( inputTriangle[2] );

		    outputStream.Append( inputTriangle[2] );
		    outputStream.Append( extrudedTriangle2 );
		    outputStream.Append(inputTriangle[0]);
		    outputStream.Append( extrudedTriangle2 );
		    outputStream.Append( extrudedTriangle0 );
		    outputStream.Append( inputTriangle[0] );
		}

		//-------------------------------------------------------------------------------------------------------------------------------------------------------------
		fixed4 MainPs( PS_INPUT i ) : SV_Target
		{
			return g_vOutlineColor;
		}

		//-------------------------------------------------------------------------------------------------------------------------------------------------------------
		fixed4 NullPs( PS_INPUT i ) : SV_Target
		{
			return float4( 1.0, 0.0, 1.0, 1.0 );
		}

	ENDCG

	SubShader
	{
		Tags { "RenderType"="Outline" "Queue" = "Geometry-1"  }

		//-------------------------------------------------------------------------------------------------------------------------------------------------------------
		// Render the object with stencil=1 to mask out the part that isn't the silhouette
		//-------------------------------------------------------------------------------------------------------------------------------------------------------------
		Pass
		{
			Tags { "LightMode" = "Always" }
			ColorMask 0
			Cull Off
			ZWrite Off
			Stencil
			{
				Ref 1
				Comp always
				Pass replace
			}

			CGPROGRAM
				#pragma vertex MainVs
				#pragma fragment NullPs
			ENDCG
		}

		//-------------------------------------------------------------------------------------------------------------------------------------------------------------
		// Render the outline by extruding along vertex normals and using the stencil mask previously rendered. Only render depth, so that the final pass executes
		// once per fragment (otherwise alpha blending will look bad).
		//-------------------------------------------------------------------------------------------------------------------------------------------------------------
		Pass
		{
			Tags { "LightMode" = "Always" }
			Cull Off
			ZWrite On
			Stencil
			{
				Ref 1
				Comp notequal
				Pass keep
				Fail keep
			}

			CGPROGRAM
				#pragma vertex MainVs
				#pragma geometry ExtrudeGs
				#pragma fragment MainPs
			ENDCG
		}
	}
}

 

 

UIOverlay效果

// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'

Shader "UI/Overlay"
{
	Properties
	{
		[PerRendererData] _MainTex ("Font Texture", 2D) = "white" {}

		_Color("Tint", Color) = (1,1,1,1)

		_StencilComp ("Stencil Comparison", Float) = 8
		_Stencil ("Stencil ID", Float) = 0
		_StencilOp ("Stencil Operation", Float) = 0
		_StencilWriteMask ("Stencil Write Mask", Float) = 255
		_StencilReadMask ("Stencil Read Mask", Float) = 255

		_ColorMask ("Color Mask", Float) = 15
	}
	
	SubShader
	{
		LOD 100

		Tags
		{
			"Queue" = "Transparent"
			"IgnoreProjector" = "True"
			"RenderType" = "Transparent"
			"PreviewType"="Plane"
			"CanUseSpriteAtlas" = "True"
		}

		Stencil
		{
			Ref [_Stencil]
			Comp [_StencilComp]
			Pass [_StencilOp] 
			ReadMask [_StencilReadMask]
			WriteMask [_StencilWriteMask]
		}
		
		Cull Off
		Lighting Off
		ZWrite Off
		ZTest Always
		Offset -1, -1
		Blend SrcAlpha OneMinusSrcAlpha
		ColorMask [_ColorMask]

		Pass
		{
			CGPROGRAM
				#pragma vertex vert
				#pragma fragment frag
				#include "UnityCG.cginc"
				#include "UnityUI.cginc"

				struct appdata_t
				{
					float4 vertex : POSITION;
					float2 texcoord : TEXCOORD0;
					float4 color : COLOR;
				};
	
				struct v2f
				{
					float4 vertex : SV_POSITION;
					half2 texcoord : TEXCOORD0;
					fixed4 color : COLOR;
				};
	
				sampler2D _MainTex;
				float4 _MainTex_ST;
				fixed4 _Color;
				fixed4 _TextureSampleAdd;
				
				v2f vert (appdata_t v)
				{
					v2f o;
					o.vertex = UnityObjectToClipPos(v.vertex);
					o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
					o.color = v.color * _Color;
#ifdef UNITY_HALF_TEXEL_OFFSET
					o.vertex.xy += (_ScreenParams.zw-1.0)*float2(-1,1);
#endif

					return o;
				}
				
				fixed4 frag (v2f i) : SV_Target
				{
					fixed4 col = (tex2D(_MainTex, i.texcoord) + _TextureSampleAdd) * i.color;
					clip (col.a - 0.01);
					return col;
				}
			ENDCG
		}
	}
}

高亮效果

//======= Copyright (c) Valve Corporation, All rights reserved. ===============
//
// Purpose: Used for the teleport markers
//
//=============================================================================
// UNITY_SHADER_NO_UPGRADE
Shader "Valve/VR/Highlight"
{
	Properties
	{
		_TintColor( "Tint Color", Color ) = ( 1, 1, 1, 1 )
		_SeeThru( "SeeThru", Range( 0.0, 1.0 ) ) = 0.25
		_Darken( "Darken", Range( 0.0, 1.0 ) ) = 0.0
		_MainTex( "MainTex", 2D ) = "white" {}
	}

	//-------------------------------------------------------------------------------------------------------------------------------------------------------------
	CGINCLUDE
		
		// Pragmas --------------------------------------------------------------------------------------------------------------------------------------------------
		#pragma target 5.0
		#pragma only_renderers d3d11 vulkan
		#pragma exclude_renderers gles

		// Includes -------------------------------------------------------------------------------------------------------------------------------------------------
		#include "UnityCG.cginc"

		// Structs --------------------------------------------------------------------------------------------------------------------------------------------------
		struct VertexInput
		{
			float4 vertex : POSITION;
			float2 uv : TEXCOORD0;
			fixed4 color : COLOR;
		};
		
		struct VertexOutput
		{
			float2 uv : TEXCOORD0;
			float4 vertex : SV_POSITION;
			fixed4 color : COLOR;
		};

		// Globals --------------------------------------------------------------------------------------------------------------------------------------------------
		sampler2D _MainTex;
		float4 _MainTex_ST;
		float4 _TintColor;
		float _SeeThru;
		float _Darken;
				
		// MainVs ---------------------------------------------------------------------------------------------------------------------------------------------------
		VertexOutput MainVS( VertexInput i )
		{
			VertexOutput o;
#if UNITY_VERSION >= 540
			o.vertex = UnityObjectToClipPos(i.vertex);
#else
			o.vertex = mul(UNITY_MATRIX_MVP, i.vertex);
#endif
			o.uv = TRANSFORM_TEX( i.uv, _MainTex );
			o.color = i.color;
			
			return o;
		}
		
		// MainPs ---------------------------------------------------------------------------------------------------------------------------------------------------
		float4 MainPS( VertexOutput i ) : SV_Target
		{
			float4 vTexel = tex2D( _MainTex, i.uv ).rgba;
			float4 vColor = vTexel.rgba * _TintColor.rgba * i.color.rgba;
			vColor.rgba = saturate( 2.0 * vColor.rgba );
			float flAlpha = vColor.a;

			vColor.rgb *= vColor.a;
			vColor.a = lerp( 0.0, _Darken, flAlpha );

			return vColor.rgba;
		}

		// MainPs ---------------------------------------------------------------------------------------------------------------------------------------------------
		float4 SeeThruPS( VertexOutput i ) : SV_Target
		{
			float4 vTexel = tex2D( _MainTex, i.uv ).rgba;
			float4 vColor = vTexel.rgba * _TintColor.rgba * i.color.rgba * _SeeThru;
			vColor.rgba = saturate( 2.0 * vColor.rgba );
			float flAlpha = vColor.a;

			vColor.rgb *= vColor.a;
			vColor.a = lerp( 0.0, _Darken, flAlpha * _SeeThru );

			return vColor.rgba;
		}

	ENDCG

	SubShader
	{
		Tags{ "Queue" = "Transparent" "RenderType" = "Transparent" }
		LOD 100

		// Behind Geometry ---------------------------------------------------------------------------------------------------------------------------------------------------
		Pass
		{
			// Render State ---------------------------------------------------------------------------------------------------------------------------------------------
			Blend One OneMinusSrcAlpha
			Cull Off
			ZWrite Off
			ZTest Greater

			CGPROGRAM
				#pragma vertex MainVS
				#pragma fragment SeeThruPS
			ENDCG
		}

		Pass
		{
			// Render State ---------------------------------------------------------------------------------------------------------------------------------------------
			Blend One OneMinusSrcAlpha
			Cull Off
			ZWrite Off
			ZTest LEqual

			CGPROGRAM
				#pragma vertex MainVS
				#pragma fragment MainPS
			ENDCG
		}
	}
}

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