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学习unity资源商店的Demo
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https://blog.csdn.net/qq_37057633/article/details/81120583?utm_source=blogxgwz1
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//======= 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
}
}
}
// 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
}
}
}
//======= 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
}
}
}