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  • Unity3D学习笔记(三十七):顶点偏移和溶解

    顶点偏移
    沿向量方向偏移,沿自身坐标系方向偏移

    沿法线方向偏移,球体放大,立方体拆分

    Shader "Lesson/VFVertOffsetVertex" {
        Properties {
            _Offset ("偏移量", float) = 1
        }
        SubShader {
            Pass
            {
                CGPROGRAM
                #pragma vertex vert
                #pragma fragment frag
               
                float _Offset;
               
                struct m2v
                {
                    float4 vex : POSITION;
                    float3 normal : NORMAL;
                };
                struct v2f
                {
                    float4 position : SV_POSITION;
                };
                v2f vert(m2v v)
                {
                    v2f f;
                    //v.vex.xyz += float3(1, 0, 0);//沿向量偏移
                    v.vex.xyz += v.normal * _Offset;//沿法线偏移
                    f.position = UnityObjectToClipPos(v.vex);
                    return f;
                }
                fixed4 frag(v2f f) : SV_Target
                {
                    return fixed4(1,0,0,1);
                }
                ENDCG
            }
        }
        FallBack "Diffuse"
    }

    溶解效果

    Shader "Lesson/VFVertOffsetVertex" {
        Properties {
            _MainTex("纹理", 2D) = ""{}
            _DissTex("噪声图", 2D) = ""{}
            _MarginColor("边缘的颜色", Color) = (1,1,1,1)
            _DissValue("阈值", Range(0, 1)) = 0
            _MarginValue("边缘的宽度", Range(0, 1)) = 0.1
        }
        SubShader{
            Pass
            {
                CGPROGRAM
                #pragma vertex vert
                #pragma fragment frag
                sampler2D _MainTex;
                sampler2D _DissTex;
                float _DissValue;
                float _MarginValue;
                fixed4 _MarginColor;
               
                struct m2v
                {
                    float4 vex : POSITION;
                    float2 uv : TEXCOORD0;
                };
                struct v2f
                {
                    float4 position : SV_POSITION;
                    float2 uv : TEXCOORD0;
                };
                  
                v2f vert(m2v v)
                {
                    v2f f;
                    f.position = UnityObjectToClipPos(v.vex);
                    f.uv = v.uv;
                    return f;
                }
                fixed4 frag(v2f f) : SV_Target
                {
                    fixed4 texColor = tex2D(_MainTex, f.uv);
                    fixed4 dissColor = tex2D(_DissTex, f.uv);//通过UV获取噪声图上的颜色
                    if (dissColor.r < _DissValue)//借助噪声图的颜色的一个通道去做判断
                    {
                        discard;//裁剪掉小于阈值的部分
                    }
                    float lerpValue = _DissValue / dissColor.r;//边缘过渡
                            
                    if (lerpValue < 1 && lerpValue > (1 - _MarginValue))
                    {
                        return _MarginColor;
                    }                                         
                    return texColor;
                }
                ENDCG
            }
        }
        FallBack "Diffuse"
    }
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  • 原文地址:https://www.cnblogs.com/vuciao/p/10363728.html
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