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/ImageScanner"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_ScannerScale ("Scanner Scale", Float) = 1
_DepthScale ("Depth Scale", Float) = 1
_ScannerTex ("Texture", 2D) = "white" {}
_TexX ("Tex X",Float) = 0
_TexY ("Tex Y",Float) = 0
_ScannerColor ("Scanner Color",Color) = (1,1,1,1)
_ScannerStrength ("Scanner Strength",Float) = 1
}
SubShader
{
// No culling or depth
Cull Off ZWrite Off ZTest Always
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
sampler2D _CameraDepthTexture;
sampler2D _CameraDepthNormalsTexture;
sampler2D _MainTex;
half _ScannerScale;
float _DepthScale;
sampler2D _ScannerTex;
float4 _ScannerTex_ST;
float _TexX;
float _TexY;
fixed4 _ScannerColor;
float _ScannerStrength;
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
//float4 scrPos : TEXCOORD1;
};
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
//o.scrPos = ComputeGrabScreenPos(o.vertex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed4 col = tex2D(_MainTex, i.uv);
fixed4 refrCol = tex2D(_CameraDepthTexture, i.uv);
fixed3 normal = DecodeViewNormalStereo(tex2D(_CameraDepthNormalsTexture,i.uv));
fixed3 absnormal = abs(normal);
//_ScannerTex_ST.xy = float2(_TexX,_TexY);
i.uv = TRANSFORM_TEX(i.uv, _ScannerTex);
i.uv = abs(0.5-i.uv)*float2(absnormal.r+1,absnormal.g+1);
i.uv = i.uv*float2(_TexX,_TexY);
//i.uv = i.uv*abs(float2(abs(normal.r*0.5+0.5)*_TexX,abs(normal.g*0.5+0.5)*_TexY));
fixed4 scannerTex = tex2D(_ScannerTex,i.uv);
float depth = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, i.uv);
float linearDepth = LinearEyeDepth(refrCol.r);
float diff = linearDepth-_ScannerScale;
float diff2 = linearDepth-_ScannerScale+_DepthScale;
fixed4 border = 1-(saturate(diff*2)+saturate(-diff2*0.1));
// just invert the colors
col.rgb = col.rgb+border*scannerTex*_ScannerColor*_ScannerStrength;
return col;
//fixed3 normal = DecodeViewNormalStereo(tex2D(_CameraDepthNormalsTexture,i.uv));
//return fixed4 (normal,1.0);
//return fixed4 (absnormal,1.0)+scannerTex*_ScannerColor;
}
ENDCG
}
}
}