最近想做個galgame用到了霧氣效果,自己動手實作了下,現在分享給大家
效果圖:

可以調節的是光照強度和裸露半徑。
實作很簡單,直接看代碼應該就能了解,不能了解說明還需努力。
Shader "Custom/FogShader"
{
Properties
{
_MainTex ("Albedo (RGB)", 2D) = "white" {}
br("Br", Float) = 4
r("R",Float)=0.42
}
SubShader
{
Tags { "Queue"="AlphaTest" "IgnoreProjector"="True" "RenderType"="TransparentCutout" }
Pass
{
Tags { "LightMode"="ForwardBase" }
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
sampler2D _MainTex;
half br;
float r;
#pragma vertex vert
#pragma fragment frag
#include "Lighting.cginc"
struct v2f
{
float4 pos : SV_POSITION;
half2 uv : TEXCOORD0;
};
v2f vert(appdata_img v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = v.texcoord;
return o;
}
int isOutside(half2 uv)
{
return step(r*r,(uv.x-0.5)*(uv.x-0.5)+(uv.y-0.5)*(uv.y-0.5));
}
fixed4 frag(v2f i) : SV_Target
{
float k=0.707106-r;
fixed4 renderTex = tex2D(_MainTex, i.uv);
int a=isOutside(i.uv);
float d=sqrt((i.uv.x-0.5)*(i.uv.x-0.5)+(i.uv.y-0.5)*(i.uv.y-0.5))-r;
return fixed4(renderTex.xyz,1-renderTex.a*br*d/k)*a+renderTex*(1-a);
}
ENDCG
}
}
FallBack Off
}