[Unity Shader] 高级护罩Shader

MagicShield.png
MagicShield3.gif
MagicShield.gif

C#脚本代码(需要导入DOTween插件):

这个脚本用于监听检测球体的射线碰撞事件,然后把碰撞的点存到数组里传给shader

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using DG.Tweening;


public class MagicShield : MonoBehaviour {
    public Material shieldMaterial;
    public int pointsCount = 20;
    public float pointRange = 0.5f;
    public float inTime = 0.5f;
    public float outTime = 0.5f;
    public Ease ease;
    public List hitPoints = new List();
    public List vecArray = new List();


    void Start () {
        for (int i = 0; i < pointsCount; i++)
        {
            hitPoints.Add(new HitPoint());
            vecArray.Add(Vector4.zero);
        }
    }

    void Update () {
        if (Input.GetMouseButtonDown(0))
        {
            Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
            RaycastHit raycastHit;
            if (Physics.Raycast(ray, out raycastHit, 100))
            {
                var index = -1;
                foreach (var item in hitPoints)
                {
                    if (item.complete)
                    {
                        index = hitPoints.IndexOf(item);
                        break;
                    }
                }
                if (index >= 0)
                {
                    var hitPoint = new HitPoint();
                    hitPoint.complete = false;
                    hitPoint.position = new Vector4(raycastHit.point.x, raycastHit.point.y, raycastHit.point.z, 0);
                    hitPoints[index] = hitPoint;
                    DOTween.To(() => hitPoint.range, x => hitPoint.range = x, pointRange, inTime).OnComplete(() => { DOTween.To(() => hitPoint.range, x => hitPoint.range = x, 0f, outTime).OnComplete(() => { hitPoint.complete = true; }).SetEase(ease); }).SetEase(ease);
                }
            }
        }
        foreach (var item in hitPoints)
        {
            var p = item.position;
            item.position = new Vector4(p.x, p.y, p.z, item.range);
            vecArray[hitPoints.IndexOf(item)] = item.position;
        }
        shieldMaterial.SetVectorArray("_Array", vecArray);
    }
}

public class HitPoint
{
    public Vector4 position = Vector4.zero;
    public float time = 0;
    public float range = 0.1f;
    public bool complete = true;
}

Shader代码:

Shader "MagicFire/MagicShield"
{
    Properties
    {
        _Main("Main", 2D) = "bump" {}
        _Emission("Emission", Color) = (0,0,0,0)
        _Light("Light", Range(0 , 2)) = 0.4
        _Opacity("Opacity", Range(0 , 1)) = 0.4823529
        _Eimssion("Eimssion", Range(0 , 1)) = 2
        _Smoothness("Smoothness", Range(0 , 1)) = 1
        [HideInInspector] _texcoord("", 2D) = "white" {}
        [HideInInspector] __dirty("", Int) = 1
    }

    SubShader
    {
        Tags{ "RenderType" = "Transparent"  "Queue" = "Transparent+0" "IgnoreProjector" = "True" "IsEmissive" = "true"  }
        Cull Back
        CGPROGRAM
        #include "UnityPBSLighting.cginc"
        #include "UnityShaderVariables.cginc"
        #pragma target 3.0
        #pragma surface surf StandardCustomLighting alpha:fade keepalpha noshadow 
        struct Input
        {
            float2 uv_texcoord;
            float3 worldNormal;
            float3 worldPos;
        };

        struct SurfaceOutputCustomLightingCustom
        {
            half3 Albedo;
            half3 Normal;
            half3 Emission;
            half Metallic;
            half Smoothness;
            half Occlusion;
            half Alpha;
            Input SurfInput;
            UnityGIInput GIData;
        };

        uniform float4 _Emission;
        uniform float _Eimssion;
        uniform sampler2D _Main;
        uniform float4 _Main_ST;
        uniform float _Opacity;
        uniform float _Light;
        uniform float _Smoothness;
        uniform float4 _Array[20];

        void surf(Input i , inout SurfaceOutputCustomLightingCustom o)
        {
            float dist = 0;
            float4 color = float4(0.0, 0.0, 0.0, 1.0);
            float4 color1 = float4(1.0, 1.0, 1.0, 1.0);
            float3 ase_vertex3Pos = mul(unity_WorldToObject, float4(i.worldPos, 1));
//下面的for循环是实现碰撞点高亮功能的主要代码
            int count = 0;
            for (count = 0; count < 20; count++)
            {
                float3 hitPos = mul(unity_WorldToObject, float4(_Array[count].xyz, 1));
                dist = distance(ase_vertex3Pos, hitPos);
                color = (((dist < _Array[count].w) ? ((_Array[count].w - dist) * color1 * 10) : float4(0.0, 0.0, 0.0, 1.0))).xxxx + color;
            }
            o.SurfInput = i;
            o.Emission = (_Emission * _Eimssion).rgb + color;
        }

        inline void LightingStandardCustomLighting_GI(inout SurfaceOutputCustomLightingCustom s, UnityGIInput data, inout UnityGI gi)
        {
            s.GIData = data;
        }

        inline half4 LightingStandardCustomLighting(inout SurfaceOutputCustomLightingCustom s, half3 viewDir, UnityGI gi)
        {
            UnityGIInput data = s.GIData;
            Input i = s.SurfInput;
            half4 c = 0;
            float2 uv_Main = i.uv_texcoord * _Main_ST.xy + _Main_ST.zw;
            float2 panner72 = (0.5 * _Time.y * float2(0.1, 0.1) + uv_Main);
            float4 tex2DNode69 = tex2D(_Main, panner72);
            SurfaceOutputStandard s82 = (SurfaceOutputStandard)0;
            float4 temp_output_75_0 = ((tex2DNode69 * _Emission) + _Light);
            s82.Albedo = temp_output_75_0.rgb;
            float3 ase_worldNormal = i.worldNormal;
            s82.Normal = ase_worldNormal;
            s82.Emission = temp_output_75_0.rgb;
            s82.Metallic = 0.0;
            s82.Smoothness = _Smoothness;
            s82.Occlusion = 1.0;

            data.light = gi.light;

            UnityGI gi82 = gi;
#ifdef UNITY_PASS_FORWARDBASE
            Unity_GlossyEnvironmentData g82 = UnityGlossyEnvironmentSetup(s82.Smoothness, data.worldViewDir, s82.Normal, float3(0, 0, 0));
            gi82 = UnityGlobalIllumination(data, s82.Occlusion, s82.Normal, g82);
#endif

            float3 surfResult82 = LightingStandard(s82, viewDir, gi82).rgb;
            surfResult82 += s82.Emission;

            c.rgb = surfResult82;
            c.a = (tex2DNode69 * _Opacity).r;
            return c;
        }
        ENDCG
    }
}

贴图素材:

dissolve-guide.png

总结与发现

这个护罩shader我是在ASE里拖出一个大概的护罩效果,然后再在源码的基础上套一个for循环实现碰撞点高亮的效果的。我看了它生成的源码发现Unity的Standard光照模型还可以这样套用,get到了。

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