Unity Shader相交算法实现简易防能量盾

Unity Shader学习:相交算法实现简易防能量盾

主要思路:对比物体和场景深度图在观察空间下的深度差值,深度差越小表示相交,颜色越深,在加上边缘光勾出轮廓。

shader部分:

Shader "Unlit/DepthOutline"

{

Properties{

_MainTex("MainTex",2D) = "white"{}

_RimFactor("RimFactor",Range(0.0,5.0))=1.0

_DistanceFactor("DistanceFactor",Range(0.0,10.0))=1.0

_RimColor("RimColor",Color)=(1,0,0,1)

_DistanceFactor2("DistanceFactor2",Range(0.0,10.0))=1.0

_DistanceFactor3("DistanceFactor3",Range(0.0,5.0)) = 1.0

}

SubShader{

Tags{"Queue" = "Transparent" "RenderType" = "Transparent" "IgnoreProjector"="true"}

Pass{

Blend SrcAlpha OneMinusSrcAlpha

ZWrite Off

Cull Off

CGPROGRAM

#include "UnityCG.cginc"

#pragma vertex vert

#pragma fragment frag

sampler2D _MainTex;

float4 _MainTex_ST;

sampler2D _CameraDepthTexture;

float _RimFactor;

float _DistanceFactor;

float4 _RimColor;

float _DistanceFactor2;

float _DistanceFactor3;

struct a2v {

float4 vertex:POSITION;

float2 uv:TEXCOORD0;

float3 normal:NORMAL;

};

struct v2f {

float2 uv:TEXCOORD0;

float4 pos:SV_POSITION;

float4 screenPos:TEXCOORD1;

float3 worldNormal:TEXCOORD2;

float3 worldViewDir:TEXCOORD3;

};

v2f vert(a2v v) {

v2f o;

o.pos = UnityObjectToClipPos(v.vertex);

//ComputeScreenPos函数,得到归一化前的视口坐标xy

//z分量为裁剪空间的z值,范围[-Near,Far]

o.screenPos = ComputeScreenPos(o.pos);

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

//COMPUTE_EYEDEPTH函数,将z分量范围[-Near,Far]转换为[Near,Far]

COMPUTE_EYEDEPTH(o.screenPos.z);

o.worldNormal = UnityObjectToWorldNormal(v.normal);

o.worldViewDir = WorldSpaceViewDir(v.vertex).xyz;

return o;

}

float4 frag(v2f i):SV_Target {

float3 mainTex = 1-tex2D(_MainTex,i.uv).xyz;

//获取深度纹理,通过LinearEyeDepth函数将采样的深度纹理值转换为对应的深度范围[Near~Far]

float sceneZ = LinearEyeDepth(SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture,UNITY_PROJ_COORD(i.screenPos)));

//观察空间深度差,值越小颜色值越大

float distance =1 - saturate(sceneZ - i.screenPos.z);

//消除内部深度变化较大时产生的锯齿

if (distance>0.999999)

{

distance = 0;

}

//调整深度差值的变化曲线

distance = pow(saturate(_DistanceFactor * log(distance) + _DistanceFactor3), _DistanceFactor2);

//角度越大边缘光越亮

float rim =1 - abs(dot(normalize(i.worldNormal), normalize(i.worldViewDir)));

rim = pow(rim, _RimFactor);

float4 col = float4(0,0,0,0);

col = lerp(col, float4(_RimColor.rgb,0.3), mainTex.r);

//根据边缘光以及深度差渐变

col = float4(_RimColor.rgb,lerp(col.a,_RimColor.a, distance));

col = lerp(col, _RimColor, rim);

return col;

}

ENDCG

}

}

}

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