先看效果:
GLSL代码:
float noise(vec3 p) //Thx to Las^Mercury
{
vec3 i = floor(p);
vec4 a = dot(i, vec3(1., 57., 21.)) + vec4(0., 57., 21., 78.);
vec3 f = cos((p-i)*acos(-1.))*(-.5)+.5;
a = mix(sin(cos(a)*a),sin(cos(1.+a)*(1.+a)), f.x);
a.xy = mix(a.xz, a.yw, f.y);
return mix(a.x, a.y, f.z);
}
float sphere(vec3 p, vec4 spr)
{
return length(spr.xyz-p) - spr.w;
}
float flame(vec3 p)
{
float d = sphere(p*vec3(1.,.5,1.), vec4(.0,-1.,.0,1.));
return d + (noise(p+vec3(.0,iTime*2.,.0)) + noise(p*3.)*.5)*.25*(p.y) ;
}
float scene(vec3 p)
{
return min(100.-length(p) , abs(flame(p)) );
}
vec4 raymarch(vec3 org, vec3 dir)
{
float d = 0.0, glow = 0.0, eps = 0.02;
vec3 p = org;
bool glowed = false;
for(int i=0; i<64; i++)
{
d = scene(p) + eps;
p += d * dir;
if( d>eps )
{
if(flame(p) < .0)
glowed=true;
if(glowed)
glow = float(i)/64.;
}
}
return vec4(p,glow);
}
void mainImage( out vec4 fragColor, in vec2 fragCoord )
{
vec2 v = -1.0 + 2.0 * fragCoord.xy / iResolution.xy;
v.x *= iResolution.x/iResolution.y;
vec3 org = vec3(0., -2., 4.);
vec3 dir = normalize(vec3(v.x*1.6, -v.y, -1.5));
vec4 p = raymarch(org, dir);
float glow = p.w;
vec4 col = mix(vec4(1.,.5,.1,1.), vec4(0.1,.5,1.,1.), p.y*.02+.4);
fragColor = mix(vec4(0.), col, pow(glow*2.,4.));
//fragColor = mix(vec4(1.), mix(vec4(1.,.5,.1,1.),vec4(0.1,.5,1.,1.),p.y*.02+.4), pow(glow*2.,4.));
}
转换成的Shader代码:
Shader "Hidden/Fire"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
}
SubShader
{
// No culling or depth
Cull Off ZWrite Off ZTest Always
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;
};
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
float noise(float3 p) //Thx to Las^Mercury
{
float3 i = floor(p);
float4 a = dot(i, float3(1., 57., 21.)) + float4(0., 57., 21., 78.);
float3 f = cos((p-i)*acos(-1.))*(-.5)+.5;
a = lerp(sin(cos(a)*a),sin(cos(1.+a)*(1.+a)), f.x);
a.xy = lerp(a.xz, a.yw, f.y);
return lerp(a.x, a.y, f.z);
}
float sphere(float3 p, float4 spr)
{
return length(spr.xyz-p) - spr.w;
}
float flame(float3 p)
{
float d = sphere(p*float3(1.,.5,1.), float4(.0,-1.,.0,1.));
return d + (noise(p+float3(.0,_Time.y *2.,.0)) + noise(p*3.)*.5)*.25*(p.y) ;
}
float scene(float3 p)
{
return min(100.-length(p) , abs(flame(p)) );
}
float4 raymarch(float3 org, float3 dir)
{
float d = 0.0, glow = 0.0, eps = 0.02;
float3 p = org;
bool glowed = false;
for(int i=0; i<64; i++)
{
d = scene(p) + eps;
p += d * dir;
if( d>eps )
{
if(flame(p) < .0)
glowed=true;
if(glowed)
glow = float(i)/64.;
}
}
return float4(p,glow);
}
sampler2D _MainTex;
fixed4 frag (v2f i) : SV_Target
{
float2 v = -1.0 + 2.0 *i.uv ;
float3 org = float3(0., -2., 4.);
float3 dir = normalize(float3(v.x*1.6, -v.y, -1.5));
float4 p = raymarch(org, dir);
float glow = p.w;
float4 col = lerp(float4(1.,.5,.1,1.), float4(0.1,.5,1.,1.), p.y*.02+.4);
return lerp(float4(0.,0.,0.,0.), col, pow(glow*2.,4.));
//fragColor = lerp(float4(1.), lerp(float4(1.,.5,.1,1.),float4(0.1,.5,1.,1.),p.y*.02+.4), pow(glow*2.,4.));
}
ENDCG
}
}
}