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  • URP下原神中武器消失效果实现

    首先上效果图:

     可以分析到两点:1.武器消失是根据模型坐标算的,因为是和模型坐标轴对齐的  2.边缘发光

    那么做到这两点就可以了。shader如下:

    Shader "Unlit/Display"
    {
        Properties
        {
            _MainTex ("Texture", 2D) = "white" {}
            [HDR]_EmissionColor("Color",Color) = (1,1,1,1)
            _DisplayDistance("Distance",Range(0,1)) = 0
            _EmissionWidth("EmissionWidth",Range(0.01,0.5)) = 0.1
        }
        SubShader
        {
            Tags { "RenderType"="Opaque" }
            LOD 100
    
            Pass
            {
                CGPROGRAM
                #pragma vertex vert
                #pragma fragment frag
                #include "UnityCG.cginc"
    
                struct appdata
                {
                    float4 vertex : POSITION;
                    float2 uv : TEXCOORD0;
                    float3 normal:NORMAL;
                };
    
                struct v2f
                {
                    float2 uv : TEXCOORD0;
                    float4 vertex : SV_POSITION;
                    float4 positionOS:TEXCOORD1;
                    float3 normalWS : TEXCOORD2;
                };
    
                sampler2D _MainTex;
                float4 _MainTex_ST;
                half4 _EmissionColor;
                half _DisplayDistance;
                half _EmissionWidth;
                v2f vert (appdata v)
                {
                    v2f o;
                    o.vertex = UnityObjectToClipPos(v.vertex);
                    o.uv = TRANSFORM_TEX(v.uv, _MainTex);
                    o.positionOS = v.vertex;
                    o.normalWS = UnityObjectToWorldNormal(v.normal);
                    return o;
                }
    
                fixed4 frag (v2f i) : SV_Target
                {
                    // sample the texture
                    fixed4 col = tex2D(_MainTex, i.uv);
                    float clipValue = i.positionOS.y+0.5-_DisplayDistance;
                    clip(clipValue);
                    float emissioEnable = _DisplayDistance>0?1:0;
                    float emissionFactor = clipValue<_EmissionWidth?emissioEnable:0;
                    //float emissionFactor =  abs(-(clipValue-_EmissionWidth));
                    col.rgb += emissionFactor*_EmissionColor;
                    return col;
                }
                ENDCG
            }
        }
    }

    效果如下:

     记得开Bloom,效果才能出的来。

    Shader很简单,没什么技术点可说,做个记录吧~

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  • 原文地址:https://www.cnblogs.com/shenyibo/p/13713350.html
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