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 "Unlit/TestCrossShader"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_AlphaData("Alpha Data",float)=1.0
_IntersectPower("Intersect Power",float)= 1.0
_ScanValue("Scan Value",float)= 1.0
_ScanLineWidth("Scan Line Width",float)= 1.0
_ScanLineColor("Scan Line Color",COLOR)=(1,1,1,1)
}
SubShader
{
Tags { "RenderType"="Opaque" "Queue"="Transparent" }
LOD 100
Pass
{
ZWrite Off //ZTest Always
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
// make fog work
#pragma multi_compile_fog
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float3 normal : NORMAL;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
UNITY_FOG_COORDS(1)
float4 vertex : SV_POSITION;
float4 scrPos : TEXCOORD1;
float3 worldNormal : TEXCOORD2;
};
sampler2D _MainTex;
float4 _MainTex_ST;
float _AlphaData;
sampler2D _CameraDepthTexture;
float _ScanValue;
float _ScanLineWidth;
fixed4 _ScanLineColor;
float _IntersectPower;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
o.scrPos = ComputeScreenPos(o.vertex);
o.worldNormal = UnityObjectToWorldNormal(v.normal);
COMPUTE_EYEDEPTH(o.scrPos.z);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
// sample the texture
fixed4 col = tex2D(_MainTex, i.uv);
fixed4 refrCol = tex2D(_CameraDepthTexture, i.scrPos.xy/i.scrPos.w);
//float d = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture,i.uv);
//float d = SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture,UNITY_PROJ_COORD(i.scrPos));
//float depth = tex2D(_CameraDepthTexture, i.uv).r;
float depth = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, i.uv);
float linearDepth = LinearEyeDepth(refrCol.r);
float partZ = i.scrPos.z;
// 两者相减就是深度的差异diff,再用1 - diff就得到了一个“相交程度”。
float diff = linearDepth - partZ; // 两个值都在同一空间下, 就可以做比较了
float intersect = (1 - diff) * _IntersectPower;
col = float4(0,0, intersect*_AlphaData, 1 );
//col = fixed4(i.worldNormal,col.a*_AlphaData);
// apply fog
// UNITY_APPLY_FOG(i.fogCoord, col);
return col;
/*float depth = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, i.uv);
float lnr01Depth = Linear01Depth(depth);
fixed4 screenTexture = tex2D(_MainTex, i.uv);
float near = smoothstep(_ScanValue, lnr01Depth, _ScanValue - _ScanLineWidth); // _ScanValue 就是 控制值, 在 [0, 1] 区间
float far = smoothstep(_ScanValue, lnr01Depth, _ScanValue + _ScanLineWidth);
fixed4 emissionClr = _ScanLineColor * (near + far);
return screenTexture + emissionClr;*/
}
ENDCG
}
}
}