使用噪声图实现火烧和水波纹效果;

溶解

关闭裁剪,根据noise纹理取样,r通道和_BurnAmount比较,裁剪掉小于_BurnAmount的片元;

通过菲尼尔得到裁剪边缘,添加火焰燃烧的颜色进行混合;

阴影pass需要单独写,同样做裁剪;

image-d129

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Pass
{
Tags {"LightMode" = "ForwardBase"}

Cull Off

CGPROGRAM
#pragma vertex vert
#pragma fragment frag

#include "UnityCG.cginc"
#include "Lighting.cginc"
#include "AutoLight.cginc"

#pragma multi_compile_fwdbase

struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
float3 normal : NORMAL;
float4 tangent :TANGENT;
};

struct v2f
{
float4 uv : TEXCOORD0;
float2 uvBurnMap : TEXCOORD1;
float4 pos : SV_POSITION;
float3 lightDir : TEXCOORD2;
float3 worldPos : TEXCOORD3;
SHADOW_COORDS(5)
};

float _BurnAmount;
float _LineWidth;
sampler2D _MainTex;
float4 _MainTex_ST;
sampler2D _BumpMap;
float4 _BumpMap_ST;
fixed4 _BurnFirstColor;
fixed4 _BurnSecondColor;
sampler2D _BurnMap;
float4 _BurnMap_ST;

v2f vert (appdata v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);

o.uv.xy = TRANSFORM_TEX(v.uv, _MainTex);
o.uv.zw = TRANSFORM_TEX(v.uv, _BumpMap);
o.uvBurnMap = TRANSFORM_TEX(v.uv,_BurnMap);

TANGENT_SPACE_ROTATION;
o.lightDir = mul(rotation, ObjSpaceLightDir(v.vertex)).xyz;
o.worldPos = mul(unity_ObjectToWorld,v.vertex).xyz;
TRANSFER_SHADOW(o);

return o;
}

fixed4 frag (v2f i) : SV_Target
{
fixed3 burn = tex2D(_BurnMap,i.uvBurnMap).rgb;
clip(burn.r - _BurnAmount);

float3 tangentLightDir = normalize(i.lightDir);
fixed3 tangentNormal = UnpackNormal(tex2D(_BumpMap, i.uv.zw));

fixed3 albedo = tex2D(_MainTex,i.uv.xy).rgb;
fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz * albedo;

fixed3 diffuse = _LightColor0.rgb * albedo * max(0, dot(tangentNormal,tangentLightDir));

//离裁剪边缘的距离,在0-边宽中的百分比,返回0-1中的一个对应值,1-获得剩余半段;
fixed t = 1 - smoothstep(0.0, _LineWidth, burn.r - _BurnAmount);
//菲尼尔混合颜色
fixed3 burnColor = lerp(_BurnFirstColor, _BurnSecondColor, t);
burnColor = pow(burnColor, 5);

UNITY_LIGHT_ATTENUATION(atten, i, i.worldPos);

//step,_BurnAmount<=0.00001返回1,否则返回0;插值混合颜色,
fixed3 finalColor = lerp(ambient + diffuse * atten, burnColor, t * step(0.0001,_BurnAmount));

return fixed4(finalColor, 1);
}
ENDCG
}

水波纹

设置速度来扰动法线法线;扰动的偏移乘以屏幕左边的z值模拟深度越大折射越大的效果;

GrabPass抓取屏幕画面做纹理,供折射取样;

MainTex是一张噪音纹理图,取样做速度偏移,模拟水波纹;

fresnel混合折射反射,得到最终颜色;

jluhvfghjkl

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fixed4 frag (v2f i) : SV_Target
{
float3 worldPos = float3(i.TtoW0.w, i.TtoW1.w, i.TtoW2.w);
fixed3 viewDir = normalize(UnityWorldSpaceViewDir(worldPos));
float2 speed = _Time.y * float2(_WaveXSpeed, _WaveYSpeed);

//速度来扰动法线,速度上下偏移解包法线两次,取中间
fixed3 bump1 = UnpackNormal(tex2D(_WaveMap, i.uv.zw + speed)).rgb;
fixed3 bump2 = UnpackNormal(tex2D(_WaveMap, i.uv.zw - speed)).rgb;
fixed3 bump = normalize(bump1 + bump2);

//根据法线计算偏移
float2 offset = bump.xy * _Distortion * _RefractionTex_TexelSize.xy;

//乘以z模拟深度越大折射程度越大
i.scrPos.xy = offset * i.scrPos.z + i.scrPos.xy;

//透视除法取折射纹素
fixed3 refrCol = tex2D( _RefractionTex, i.scrPos.xy/i.scrPos.w).rgb;

//求世界空间法线
bump = normalize(half3(dot(i.TtoW0.xyz, bump), dot(i.TtoW1.xyz, bump), dot(i.TtoW2.xyz, bump)));

//主纹理动画,模拟水波纹
fixed4 texColor = tex2D(_MainTex, i.uv.xy + speed);

//计算反射混合主纹理颜色
fixed3 reflDir = reflect(-viewDir, bump);
fixed3 reflCol = texCUBE(_Cubemap, reflDir).rgb * texColor.rgb * _Color.rgb;

//fresnel混合反射和折射
fixed fresnel = pow(1 - saturate(dot(viewDir,bump)),4);
fixed3 finalColor = reflCol * fresnel + refrCol *(1-fresnel);

return fixed4(finalColor,1.0);
}

噪音图还用在全局雾和生成地形,以及动态生成资源上;

1.溶解

2.水波纹

3.全局雾

4.生成地形