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  • 模型溶解shader

    Shader "Unlit/WaterEffect"
    {
    Properties {
    _Diffuse("Diffuse", Color) = (1,1,1,1)
    _MainTex("Base 2D", 2D) = "white"{}
    _DissolveMap("DissolveMap", 2D) = "white"{}
    _DissolveThreshold("DissolveThreshold", Range(0,1)) = 0
    _DissolveColorA("Dissolve Color A", Color) = (0,0,0,0)
    _DissolveColorB("Dissolve Color B", Color) = (1,1,1,1)
    _ColorFactorA("ColorFactorA", Range(0,1)) = 0.7
    _ColorFactorB("ColorFactorB", Range(0,1)) = 0.8
    }
    SubShader {

    Tags{"RenderType" = "Opaque"}
    LOD 100

    Pass
    {
    CGPROGRAM

    #pragma vertex vert
    #pragma fragment frag
    #include "Lighting.cginc"


    struct v2f {
    float4 vertex:SV_POSITION;
    float2 uv:TEXCOORD0;
    };

    sampler2D _MainTex;
    float4 _MainTex_ST;
    fixed4 _Diffuse;
    sampler2D _DissolveMap;
    float _DissolveThreshold;
    fixed4 _DissolveColorA;
    fixed4 _DissolveColorB;
    uniform float _ColorFactorA;
    uniform float _ColorFactorB;

    v2f vert (appdata_base v)
    {
    v2f o;
    o.uv = TRANSFORM_TEX(v.texcoord,_MainTex);
    o.vertex = UnityObjectToClipPos(v.vertex);
    return o;
    }

    fixed4 frag(v2f i): Sv_Target
    {
    fixed4 dissolveValue = tex2D(_DissolveMap,i.uv);
    if(dissolveValue.r < _DissolveThreshold)
    {
    discard;
    }
    fixed3 color = tex2D(_MainTex, i.uv);
    float lerpValue = _DissolveThreshold / dissolveValue.r;
    float lerpEdge = sign(lerpValue - _ColorFactorA * 0.5 - _ColorFactorB * 0.5);
    fixed3 edgeColor = lerp(_DissolveColorB.rgb,_DissolveColorA.rgb,saturate(lerpEdge));//边缘颜色,lerpEdge是-1显示B颜色,1显示A颜色
    float lerpOut = sign(lerpValue - _ColorFactorA);//判断是否需要显示过渡颜色(A,B颜色)
    fixed3 colorOut = lerp(color,edgeColor,saturate(lerpOut));

    return fixed4(colorOut, 1);
    }
    ENDCG
    }

    }
    FallBack "Diffuse"
    }

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  • 原文地址:https://www.cnblogs.com/mcyushao/p/13355422.html
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