
从效果上看,该球体是半透明的,边缘部分泛蓝光,球体表面与其他物体相交的部分会高亮,处在球体内部的其他物体形状抖动变化。
首先,边缘部分泛蓝光,根据观察方向绘制,使用UnityWorldSpaceViewDir;
其次,相交部分高亮,计算场景内物体深度和球体深度差值,相交部分的差值为0,设置相机的depthTextureMode即可生成深度图,在shader中使用_CameraDepthTexture访问深度图,LinearEyeDepth,SAMPLE_DEPTH_TEXTURE_PROJ,UNITY_PROJ_COORD这三个方法和宏的用法我也比较模糊,希望有柳暗花明的一天;
最后,形状抖动变化,变化相机的GrabTexure的uv,使用GrabPass获取GrabTexure。
Shader "chenjd/MyForceField"
{
Properties
{
_Color("Color", Color) = (0, 1, 0, 1)
_Power("Power", Range(0, 4)) = 1
_NoiseTexture("NoiseTexture", 2D) = "white" {}
_DistortStrength("DistortStrength", Range(0,1)) = 0.2
_DistortTimeFactor("DistortTimeFactor", Range(0,1)) = 0.2
}
SubShader
{
//ZWrite Off
Cull Off
Blend SrcAlpha OneMinusSrcAlpha
Tags {
"RenderType"="Transparent"
"Queue"="Transparent"
}
GrabPass
{
"_GrabTempTex"
}
Pass
{
CGPROGRAM
#pragma target 3.0
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
float3 normal : NORMAL;
};
struct v2f
{
float4 vertex : SV_POSITION;
float3 normal : NORMAL;
float4 screenPos : TEXCOORD1;
float3 viewDir : TEXCOORD3;
float2 uv :TEXCOORD0;
float4 grabPos : TEXCOORD2;
};
fixed4 _Color;
float _Power;
sampler2D _CameraDepthTexture;
sampler2D _NoiseTexture;
float4 _NoiseTexture_ST;
sampler2D _GrabTempTex;
float4 _GrabTempTex_ST;
float _DistortTimeFactor;
float _DistortStrength;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _NoiseTexture);
o.normal = UnityObjectToWorldNormal(v.normal);
o.viewDir = normalize(UnityWorldSpaceViewDir(mul(unity_ObjectToWorld, v.vertex)));
o.screenPos = ComputeScreenPos(o.vertex);
COMPUTE_EYEDEPTH(o.screenPos.z);
o.grabPos = ComputeGrabScreenPos(o.vertex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
float rim = pow(1 - abs(dot(i.viewDir, i.normal)), _Power);
float sceneZ = LinearEyeDepth(SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.screenPos)));
float delta = sceneZ - i.screenPos.z;
float intersection = (1 - delta) * 2;
float4 offset = tex2D(_NoiseTexture, i.uv - _Time.xy) * _DistortTimeFactor;
i.grabPos.xy -= offset.xy * _DistortStrength;
float4 col = tex2Dproj(_GrabTempTex, i.grabPos);
col = col + _Color * max(rim, intersection);
return col;
}
ENDCG
}
}
}
学习自https://www.cnblogs.com/murongxiaopifu/p/7050233.html。