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Unity3D的着色器介紹(五)——vertex and fragment shader執行個體

頂點片段着色器是最标準和通用的着色器類型,能實作的效果也是最豐富的,以下是幾個比較常見的例子:
           

1、顯示顔色和一張貼圖

Unity3D的着色器介紹(五)——vertex and fragment shader執行個體

Shader “Example/VFBase” {

Properties {

_MainTex(“Base(RGB)”,2D) = “white”{}

_Color(“MainColor(RGB)”,Color) = (1,1,1,1)

}

SubShader {

Pass

{

CGPROGRAM

#pragma vertex vert

#pragma fragment frag

#include “UnityCG.cginc”

float4 _Color;

sampler2D _MainTex;

float4 _MainTex_ST;

struct v2f {

float4 pos : SV_POSITION;

float2 uv : TEXCOORD0;

} ;

v2f vert (appdata_base v)

{

v2f o;

o.pos = mul(UNITY_MATRIX_MVP,v.vertex);

o.uv = TRANSFORM_TEX(v.texcoord,_MainTex);

return o;

}

float4 frag (v2f i) : COLOR

{

float4 texCol = tex2D(_MainTex,i.uv);

float4 outp = _Color*texCol;

return outp;

}

ENDCG

}

}

FallBack “Diffuse”

}

2、随着時間動畫的條狀切割效果,透明疊加+雙面顯示

Unity3D的着色器介紹(五)——vertex and fragment shader執行個體

可以調整切割的數量、間隔和每條的寬度,從下往上動畫

Shader “Example/VFClip” {

Properties {

_MainTex(“Base(RGB)”,2D) = “white”{}

_Color(“MainColor(RGB)”,Color) = (1,1,1,1)

_Speed(“Speed(1-100)”,Range(1,100)) = 10

_Sum(“Sum(1-100)”,Range(1,100)) = 20

_Space(“Space(0.1-5)”,Range(0.1,5)) = 1

_Width(“Width(0.1-1)”,Range(0.1,1))=0.5

}

SubShader {

Cull off

Pass

{

CGPROGRAM

#pragma vertex vert

#pragma fragment frag

#include “UnityCG.cginc”

float4 _Color;

float _Speed;

float _Sum;

float _Space;

float _Width;

sampler2D _MainTex;

float4 _MainTex_ST;

struct v2f {

float4 pos : SV_POSITION;

float2 uv : TEXCOORD0;

float4 scrPos;

} ;

v2f vert (appdata_base v)

{

v2f o;

o.pos = mul(UNITY_MATRIX_MVP,v.vertex);

o.uv = TRANSFORM_TEX(v.texcoord,_MainTex);

o.scrPos = v.vertex;

return o;

}

float4 frag (v2f i) : COLOR

{

float2 wcoord = (i.scrPos.yz/i.scrPos.w);

float4 outp;

float l = _Time*_Speed;

if (abs(fmod(_Sum*wcoord.x-l,_Space))<_Width) {

float4 texCol = tex2D(_MainTex,i.uv);

outp = _Color*texCol;

}

else

{

outp = (0,0,0,0);

}

clip(outp.a-0.5);

return outp;

}

ENDCG

}

}

FallBack “Diffuse”

}

3、反色效果

Unity3D的着色器介紹(五)——vertex and fragment shader執行個體

Shader “Example/VFInverse ” {

Properties {

_MainTex(“Base(RGB)”,2D) = “white”{}

_Color(“MainColor(RGB)”,Color) = (1,1,1,1)

_Inv(“Ref”,Range(0,1)) = 1

}

SubShader {

//Blend One One

AlphaTest Greater 0.5

Cull off

Pass

{

CGPROGRAM

#pragma vertex vert

#pragma fragment frag

#include “UnityCG.cginc”

float4 _Color;

float _Speed;

float _Inv;

sampler2D _MainTex;

float4 _MainTex_ST;

struct v2f {

float4 pos : SV_POSITION;

float2 uv : TEXCOORD0;

} ;

v2f vert (appdata_base v)

{

v2f o;

o.pos = mul(UNITY_MATRIX_MVP,v.vertex);

o.uv = TRANSFORM_TEX(v.texcoord,_MainTex);

return o;

}

float4 frag (v2f i) : COLOR

{

float4 outp;

float4 texCol = tex2D(_MainTex,i.uv);

float4 newCol = (1-texCol.r,1-texCol.g,1-texCol.b,texCol.a);

outp = abs(_Inv-texCol)*_Color;

outp.a = texCol.a;

return outp;

}

ENDCG

}

}

FallBack “Diffuse”

}

4、遮擋X光透視效果

Unity3D的着色器介紹(五)——vertex and fragment shader執行個體

Shader “Example/XRaySimple” {

Properties {

_MainTex (“Base (RGB)”, 2D) = “white” {}

_Color(“MainColor(RGB)”,Color) = (1,1,1,1)

_RimColor(“RimColor”,Color) = (1,1,0,1)

}

SubShader {

LOD 200

Pass
    {
        Blend SrcAlpha OneMinusSrcAlpha
        ZTest Greater
        ZWrite Off
        Lighting off
        CGPROGRAM
        #pragma vertex vert
        #pragma fragment frag
        #include "UnityCG.cginc"
        float4 _RimColor;
        struct v2f {
            float4  pos : SV_POSITION;
            float3  color:COLOR;
        } ;
        v2f vert (appdata_base v)
        {
            v2f o;
            o.pos = mul(UNITY_MATRIX_MVP,v.vertex);
                float3 viewDir = normalize(ObjSpaceViewDir(v.vertex));
                float dotProduct = 1 - dot(v.normal, viewDir);
                float rimWidth = 0.7;
                o.color.rgb = smoothstep(1 - rimWidth, 1.0, dotProduct);
                o.color *= _RimColor;
            return o;
        }
        float4 frag (v2f i) : COLOR
        {
            float4 outp;
            outp.rgb = i.color+i.color;
            outp.a = i.color;
            return outp; 
        }
        ENDCG
    }
    Pass
    {
        ZTest Less
        Lighting On
        Blend SrcAlpha OneMinusSrcAlpha
        Material
        {
            Diffuse [_Color]                
        }
        SetTexture[_MainTex]
        {
            Combine texture * primary DOUBLE
        }
    }
} 
FallBack "Diffuse"
           

}