unity实现玻璃效果
本文实例为大家分享了unity实现玻璃效果的具体代码,供大家参考,具体内容如下
一、使用Cubemap,做一个假反射
shader代码如下:
Shader "Custom/glassShader" {
Properties {
_MainColor("Main Color",Color)=(1,1,1,1)
_MainTex ("Base (RGB)", 2D) = "white" {}
_Cube("Cube",CUBE)=""{}
}
SubShader {
Tags {"RenderType"="Opaque"}
LOD 200
//cull off
CGPROGRAM
#pragma surface surf Lambert alpha
fixed4 _MainColor;
sampler2D _MainTex;
samplerCUBE _Cube;
struct Input {
float2 uv_MainTex;
float3 worldRefl;
};
void surf (Input IN, inout SurfaceOutput o) {
half4 c = tex2D (_MainTex, IN.uv_MainTex);
o.Albedo = c.rgb*_MainColor.rgb;
o.Emission=texCUBE(_Cube,IN.worldRefl).rgb;
o.Alpha = c.a*_MainColor.a;
}
ENDCG
}
FallBack "Diffuse"
}
二、使用GrabPass,抓取屏幕纹理,实现实时反射
shader代码如下:
Shader "Unlit/GrabGlass"
{
Properties
{
_Color("Main Color",Color)=(1,1,1,1)
_MainTex ("Texture", 2D) = "white" {}
}
SubShader
{
Tags {"Queue"="Transparent" "RenderType"="Opaque" }//Opaque
LOD 100
//绘制半透明物体 关闭深度缓存
ZWrite Off
//透明混合
Blend SrcAlpha OneMinusSrcAlpha
//如果没有命名,则可以用_GrabTexture来读取,不过开销很大,应用到特殊效果时才去应用
GrabPass
{
"_GrabTex"
}
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
// make fog work
#pragma multi_compile_fog
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
UNITY_FOG_COORDS(1)
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _MainTex_ST;
fixed4 _Color;
sampler2D _GrabTex;
v2f vert (appdata v)
{
v2f o;
o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
UNITY_TRANSFER_FOG(o,o.vertex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
// sample the texture
fixed4 col = tex2D(_MainTex, i.uv)*_Color;
// apply fog
UNITY_APPLY_FOG(i.fogCoord, col);
//调整一下uv
float2 uv=i.uv;
uv.x=1-uv.x;
return col*tex2D(_GrabTex,uv);
}
ENDCG
}
}
}
效果如下:
三、使用摄像机实现实时反射
因为GrabPass,相对来说消耗较大,只建议用于一些特殊效果,于是这里就借助辅助摄像机,来实现实时反射效果,当然这需要多写一个脚本,同时需要在辅助摄像机中屏蔽玻璃本身
shader代码如下:
Shader "Unlit/CameraGlass"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
// make fog work
#pragma multi_compile_fog
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
UNITY_FOG_COORDS(1)
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _MainTex_ST;
v2f vert (appdata v)
{
v2f o;
o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
UNITY_TRANSFER_FOG(o,o.vertex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
// sample the texture 需要调整一下uv
fixed4 col = tex2D(_MainTex, 1-i.uv);
// apply fog
UNITY_APPLY_FOG(i.fogCoord, col);
return col;
}
ENDCG
}
}
}
脚本代码如下:
using UnityEngine;
using System.Collections;
public class RenderGlassTexture : MonoBehaviour {
/// <summary>
/// 辅助摄像机
/// 原理:就是将辅助摄像机所看到的内容渲染到玻璃物体上,所以就实现了实时反射的镜面效果
/// 因为玻璃也是场景中的物体,所以辅助摄像机也会看见他
/// 所以最好能将玻璃物体单独放在一个层级中,让辅助摄像机不去渲染他
/// </summary>
public Camera cam;
private RenderTexture renderTex;
/// <summary>
/// 玻璃shader
/// </summary>
public Shader glassShader;
/// <summary>
/// 玻璃材质
/// </summary>
private Material m_GlassMaterial;
protected Material GlassMaterial
{
get
{
if (m_GlassMaterial == null)
{
m_GlassMaterial = new Material(glassShader);
}
return m_GlassMaterial;
}
}
// Use this for initialization
void Start () {
renderTex = new RenderTexture(Screen.width, Screen.height, 16);
cam.targetTexture = renderTex;
}
//在摄像机开始裁剪场景之前调用
void OnPreCull()
{
GlassMaterial.SetTexture("_MainTex", renderTex);
}
//在相机完成场景渲染后调用
void OnPostRender()
{
GlassMaterial.SetTexture("_MainTex", null);
}
}
效果如下:
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