冯乐乐的《Unity Shader入门精要》附带项目,其中部分shader已经修改测试
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Shader "Hidden/ExampleScannerImage"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_MaskTex("Mask Texture", 2D) = "white" {}
_MaskTexTillY("Till Y",Float) = 1.0
_DepthParam ("DepthParam",Float) = 1.0
_DepthColor("DepthColor",Color) = (1,1,1,1)
_DepthLength ("DepthLength",Float) = 1.0
}
SubShader
{
// No culling or depth
Cull Off ZWrite Off ZTest Always
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
sampler2D _MainTex;
sampler2D _CameraDepthTexture;
sampler2D _MaskTex;
float4 _MaskTex_ST;
float _MaskTexTillY;
float _DepthParam;
fixed4 _DepthColor;
float _DepthLength;
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed4 mainTex = tex2D(_MainTex, i.uv);
float depth = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture,i.uv);
float linearDepth = LinearEyeDepth(depth.r);
float diff = linearDepth-_DepthParam;
fixed4 border = 1-(saturate(floor(diff))+saturate(-diff*_DepthLength));
_MaskTex_ST.y = _MaskTexTillY;
i.uv = TRANSFORM_TEX(i.uv, _MaskTex);
fixed4 maskTex = tex2D(_MaskTex,i.uv);
fixed4 final = lerp(mainTex,saturate(border*_DepthColor+mainTex*_DepthColor.a+maskTex*_DepthColor),saturate(border));
return final;
}
ENDCG
}
}
}