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:

以上是 unity实现玻璃效果 的全部内容, 来源链接: utcz.com/z/357363.html

回到顶部