今天我写一个最简单的溶解shader,在标准surface基础上写
下面是新建的surface shader
Shader "Custom/dissolve" {
Properties {
_Color ("Color", Color) = (1,1,1,1)
_MainTex ("Albedo (RGB)", 2D) = "white" {}
_Glossiness ("Smoothness", Range(0,1)) = 0.5
_Metallic ("Metallic", Range(0,1)) = 0.0
}
SubShader {
Tags { "RenderType"="Opaque" }
LOD 200
CGPROGRAM
// Physically based Standard lighting model, and enable shadows on all light types
#pragma surface surf Standard fullforwardshadows
// Use shader model 3.0 target, to get nicer looking lighting
#pragma target 3.0
sampler2D _MainTex;
struct Input {
float2 uv_MainTex;
};
half _Glossiness;
half _Metallic;
fixed4 _Color;
// Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader.
// See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing.
// #pragma instancing_options assumeuniformscaling
UNITY_INSTANCING_BUFFER_START(Props)
// put more per-instance properties here
UNITY_INSTANCING_BUFFER_END(Props)
void surf (Input IN, inout SurfaceOutputStandard o) {
// Albedo comes from a texture tinted by color
fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
o.Albedo = c.rgb;
// Metallic and smoothness come from slider variables
o.Metallic = _Metallic;
o.Smoothness = _Glossiness;
o.Alpha = c.a;
}
ENDCG
}
FallBack "Diffuse"
}
溶解我们需要加参数,溶解图,溶解颜色,溶解进度
_DissolveTex("dissolve tex",2D) = ""{}
//溶解纹理,根据这张图的R值(因为是黑白图所以用rgb其中一个通道都可以)来做溶解判断,如果是彩色图自己去判断用哪个通道
//其实就是用这张图的特征来实现溶解样式
_DissolveColor("dissolve color",Color) = (0,0,0,1)//溶解颜色
_DissolveProgress("dissolve Progress",Range(0,10)) = 0//溶解进度
下面是溶解的计算
原理是拿UV上面的像素颜色R和当前的进度做对比,如果进度大于像素颜色值就抛弃像素就不显示出来
这个我取颜色的R通道,因为是黑白图用哪个通道都可以
//获取uv坐标上的像素颜色
float dissolve_c_r = tex2D(_DissolveTex, IN.uv_MainTex).r;
//计算进度(0,1)范围内
float Progress = saturate(_DissolveProgress / 10);
//如果进度大于像素颜色则抛弃这个像素
if (Progress > dissolve_c_r)
{
//抛弃像素
discard;
}
//计算单个像素颜色插值速度
float rate = Progress / dissolve_c_r;
//原本颜色和溶解颜色插值
c.rgb = lerp(c.rgb, _DissolveColor.rgb, rate);
下面是效果
用什么shader在颜色赋值之前加入溶解代码就能实现溶解,如果有描边那些就不好处理,可以搞个开关屏蔽描边再做溶解效果
下面是完整shader
Shader "Custom/dissolve" {
Properties {
_Color ("Color", Color) = (1,1,1,1)
_MainTex ("Albedo (RGB)", 2D) = "white" {}
_Glossiness ("Smoothness", Range(0,1)) = 0.5
_Metallic ("Metallic", Range(0,1)) = 0.0
_DissolveTex("dissolve tex",2D) = ""{}
//溶解纹理,根据这张图的R值(因为是黑白图所以用rgb其中一个通道都可以)来做溶解判断,如果是彩色图自己去判断用哪个通道
//其实就是用这张图的特征来实现溶解样式
_DissolveColor("dissolve color",Color) = (0,0,0,1)//溶解颜色
_DissolveProgress("dissolve Progress",Range(0,10)) = 0//溶解进度
}
SubShader {
Tags { "RenderType"="Opaque" }
LOD 200
CGPROGRAM
// Physically based Standard lighting model, and enable shadows on all light types
#pragma surface surf Standard fullforwardshadows
// Use shader model 3.0 target, to get nicer looking lighting
#pragma target 3.0
sampler2D _MainTex;
sampler2D _DissolveTex;
float4 _DissolveColor;
float _DissolveProgress;
struct Input {
float2 uv_MainTex;
};
half _Glossiness;
half _Metallic;
fixed4 _Color;
// Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader.
// See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing.
// #pragma instancing_options assumeuniformscaling
UNITY_INSTANCING_BUFFER_START(Props)
// put more per-instance properties here
UNITY_INSTANCING_BUFFER_END(Props)
void surf (Input IN, inout SurfaceOutputStandard o) {
// Albedo comes from a texture tinted by color
fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
//获取uv坐标上的像素颜色
float dissolve_c_r = tex2D(_DissolveTex, IN.uv_MainTex).r;
//计算进度(0,1)范围内
float Progress = saturate(_DissolveProgress / 10);
//如果进度大于像素颜色则抛弃这个像素
if (Progress > dissolve_c_r)
{
//抛弃像素
discard;
}
//计算单个像素颜色插值速度
float rate = Progress / dissolve_c_r;
//原本颜色和溶解颜色插值
c.rgb = lerp(c.rgb, _DissolveColor.rgb, rate);
o.Albedo = c.rgb;
// Metallic and smoothness come from slider variables
o.Metallic = _Metallic;
o.Smoothness = _Glossiness;
o.Alpha = c.a;
}
ENDCG
}
FallBack "Diffuse"
}
上面的效果是最基础的,还是少了溶解边效果
下面是加边缘颜色,加了一个开始溶解参数和开始出现溶解边参数,有边缘溶解效果更好
Shader "Custom/dissolvePro" {
Properties
{
_Color("Color", Color) = (1,1,1,1)
_MainTex("Albedo (RGB)", 2D) = "white" {}
_Glossiness("Smoothness", Range(0,1)) = 0.5
_Metallic("Metallic", Range(0,1)) = 0.0
_DissolveTex("dissolve tex",2D) = ""{}
//溶解纹理,根据这张图的R值(因为是黑白图所以用rgb其中一个通道都可以)来做溶解判断,如果是彩色图自己去判断用哪个通道
//其实就是用这张图的特征来实现溶解样式
_DissolveColor("dissolve color",Color) = (0,0,0,1)//溶解颜色
_EdgeColor("edge olor",Color) = (0,0,0,1)//边颜色,因为看起来是边在溶解,其实是溶解到某个程度换个颜色
_DissolveProgress("dissolve Progress",Range(0,10)) = 0//溶解进度
_DissolveStartParma("dissolve Start Parma",range(0,1)) = 0.7//开始溶解参数
_DissolveEdgeParma("dissolve Edge Parma",range(0,1)) = 0.9//开始溶解边参数
}
SubShader{
Tags{ "RenderType" = "Opaque" }
LOD 200
CGPROGRAM
// Physically based Standard lighting model, and enable shadows on all light types
#pragma surface surf Standard fullforwardshadows
// Use shader model 3.0 target, to get nicer looking lighting
#pragma target 3.0
sampler2D _MainTex;
sampler2D _DissolveTex;
float4 _DissolveColor;
float4 _EdgeColor;
float _DissolveProgress;
float _DissolveStartParma;
float _DissolveEdgeParma;
struct Input {
float2 uv_MainTex;
};
half _Glossiness;
half _Metallic;
fixed4 _Color;
// Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader.
// See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing.
// #pragma instancing_options assumeuniformscaling
UNITY_INSTANCING_BUFFER_START(Props)
// put more per-instance properties here
UNITY_INSTANCING_BUFFER_END(Props)
void surf(Input IN, inout SurfaceOutputStandard o) {
// Albedo comes from a texture tinted by color
fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;
//获取uv坐标上的像素颜色
float dissolve_c_r = tex2D(_DissolveTex, IN.uv_MainTex).r;
//计算进度(0,1)范围内
float Progress = saturate(_DissolveProgress / 10);
//如果进度大于像素颜色则抛弃这个像素
if (Progress > dissolve_c_r)
{
//抛弃像素
discard;
}
//计算单个像素颜色插值速度
float rate = Progress / dissolve_c_r;
//开始溶解
if (rate > _DissolveStartParma)
{
c.rgb = lerp(c.rgb, _DissolveColor.rgb, rate);
//开始显示溶解边颜色(看起来是便溶解),其实就是溶解到某个程度换一种颜色
if (rate>_DissolveEdgeParma)
{
c.rgb = lerp(c.rgb, _EdgeColor.rgb, rate);
}
}
o.Albedo = c.rgb;
// Metallic and smoothness come from slider variables
o.Metallic = _Metallic;
o.Smoothness = _Glossiness;
o.Alpha = c.a;
}
ENDCG
}
FallBack "Diffuse"
}
下面是工程链接
链接:https://pan.baidu.com/s/1n-orx6V4yDbswEMC4mcmHg
提取码:nj42