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|
||||
_Mask_speed_y ("Mask 流动速度 Y", Float) = 0
|
||||
|
||||
// --- 遮罩贴图 2(与 Mask 1 相乘,叠加控制)---
|
||||
_Mask2 ("Mask2", 2D) = "white" {} // 第二层遮罩(读取 R 通道)
|
||||
_Mask2_speed_x ("Mask2 流动速度 X", Float) = 0
|
||||
_Mask2_speed_y ("Mask2 流动速度 Y", Float) = 0
|
||||
|
||||
// --- 渲染状态 ---
|
||||
_Noise ("Noise", 2D) = "white" {}
|
||||
_Noise_qd_y ("Noise_qd_y", Float) = 0
|
||||
_Noise_qd_x ("Noise_qd_x", Float) = 0
|
||||
_Noise_speed_x ("Noise_speed_x", Float) = 0
|
||||
_Noise_speed_y ("Noise_speed_y", Float) = 0
|
||||
_Mask ("Mask", 2D) = "white" {}
|
||||
_Mask_speed_x ("Mask_speed_x", Float) = 0
|
||||
_Mask_speed_y ("Mask_speed_y", Float) = 0
|
||||
_Mask2 ("Mask2", 2D) = "white" {}
|
||||
_Mask2_speed_x ("Mask2_speed_x", Float) = 0
|
||||
_Mask2_speed_y ("Mask2_speed_y", Float) = 0
|
||||
[Enum(Off,0,Front,1,Back,2)] __CullMode ("CullMode(Back时背面看不见,Off时双面可见)", Float) = 0
|
||||
[Enum(Off,0,On,1)] __ZWrite ("ZWrite(开启时,会写入深度)", Float) = 0
|
||||
[Enum(UnityEngine.Rendering.CompareFunction)] __ZTest ("ZTest(深度测试)", Float) = 4
|
||||
@@ -47,257 +28,58 @@ Shader "Boke/Addmul_niuqu" {
|
||||
[Enum(UnityEngine.Rendering.StencilOp)] _StencilPassOp ("StenciPassOp(模板测试成功时的操作)", Float) = 0
|
||||
[Enum(UnityEngine.Rendering.StencilOp)] _StencilFailOp ("StenciFailOp(模板测试失败时的操作)", Float) = 0
|
||||
}
|
||||
//DummyShaderTextExporter
|
||||
SubShader{
|
||||
Tags { "RenderType"="Opaque" }
|
||||
LOD 200
|
||||
|
||||
// ============================================================================
|
||||
// SubShader — URP 渲染管线的 Pass
|
||||
// ============================================================================
|
||||
SubShader
|
||||
{
|
||||
// --- 渲染标签 ---
|
||||
Tags
|
||||
{
|
||||
"RenderType" = "Transparent" // 透明渲染类型
|
||||
"Queue" = "Transparent" // 透明渲染队列(半透明物体后渲染)
|
||||
"RenderPipeline" = "UniversalPipeline" // 指定 URP 管线
|
||||
"IgnoreProjector" = "True" // 忽略投影器
|
||||
}
|
||||
LOD 200
|
||||
Pass
|
||||
{
|
||||
HLSLPROGRAM
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
|
||||
// ========================================================================
|
||||
// Forward Pass — 前向渲染的主 Pass
|
||||
// ========================================================================
|
||||
Pass
|
||||
{
|
||||
Name "Forward"
|
||||
Tags { "LightMode" = "UniversalForward" }
|
||||
float4x4 unity_ObjectToWorld;
|
||||
float4x4 unity_MatrixVP;
|
||||
float4 _MainTex_ST;
|
||||
|
||||
// --- 渲染状态 ---
|
||||
Cull [__CullMode] // 剔除模式(从材质面板读取)
|
||||
ZWrite [__ZWrite] // 深度写入(从材质面板读取)
|
||||
ZTest [__ZTest] // 深度测试(从材质面板读取)
|
||||
struct Vertex_Stage_Input
|
||||
{
|
||||
float4 pos : POSITION;
|
||||
float2 uv : TEXCOORD0;
|
||||
};
|
||||
|
||||
// --- 混合模式(Blend)---
|
||||
// OneMinusDstColor One = 逐像素:(1 - 背景色) × 前景色 + 背景色 × 1
|
||||
// 这是经典的 "AddMul"(叠加乘法)混合,用于发光/流光效果
|
||||
// 背景越暗前景越亮,背景纯白时前景不显示
|
||||
Blend OneMinusDstColor One
|
||||
struct Vertex_Stage_Output
|
||||
{
|
||||
float2 uv : TEXCOORD0;
|
||||
float4 pos : SV_POSITION;
|
||||
};
|
||||
|
||||
// --- 模板测试(Stencil)---
|
||||
Stencil
|
||||
{
|
||||
Ref [_StencilRef] // 参考值
|
||||
Comp [_StencilComp] // 比较方式
|
||||
Pass [_StencilPassOp] // 通过时的操作
|
||||
Fail [_StencilFailOp] // 失败时的操作
|
||||
}
|
||||
Vertex_Stage_Output vert(Vertex_Stage_Input input)
|
||||
{
|
||||
Vertex_Stage_Output output;
|
||||
output.uv = (input.uv.xy * _MainTex_ST.xy) + _MainTex_ST.zw;
|
||||
output.pos = mul(unity_MatrixVP, mul(unity_ObjectToWorld, input.pos));
|
||||
return output;
|
||||
}
|
||||
|
||||
// ====================================================================
|
||||
// HLSL 着色器代码
|
||||
// ====================================================================
|
||||
HLSLPROGRAM
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
#pragma target 3.0
|
||||
Texture2D<float4> _MainTex;
|
||||
SamplerState sampler_MainTex;
|
||||
float4 _Color;
|
||||
|
||||
// 引入 URP 核心库(提供 TransformObjectToHClip 等函数)
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
||||
struct Fragment_Stage_Input
|
||||
{
|
||||
float2 uv : TEXCOORD0;
|
||||
};
|
||||
|
||||
// --- 纹理与采样器声明 ---
|
||||
TEXTURE2D(_MainTex); SAMPLER(sampler_MainTex);
|
||||
TEXTURE2D(_Noise); SAMPLER(sampler_Noise);
|
||||
TEXTURE2D(_Mask); SAMPLER(sampler_Mask);
|
||||
TEXTURE2D(_Mask2); SAMPLER(sampler_Mask2);
|
||||
float4 frag(Fragment_Stage_Input input) : SV_TARGET
|
||||
{
|
||||
return _MainTex.Sample(sampler_MainTex, input.uv.xy) * _Color;
|
||||
}
|
||||
|
||||
// --- 材质参数常量缓冲区(UnityPerMaterial)---
|
||||
// 每次材质变化时更新,性能优于单独 uniform
|
||||
CBUFFER_START(UnityPerMaterial)
|
||||
float4 _MainTex_ST; // 主贴图 UV 缩放/偏移(Tiling & Offset)
|
||||
float4 _Color; // 整体颜色
|
||||
float _Main_Desaturate; // 去饱和度 0~1
|
||||
float _qd; // 扭曲强度
|
||||
float _opacity; // 不透明度
|
||||
float _Main_Tex_speed_x; // 主贴图 X 方向流动速度
|
||||
float _Main_Tex_speed_y; // 主贴图 Y 方向流动速度
|
||||
float4 _Noise_ST; // 噪声贴图 Tiling & Offset(来自 Inspector)
|
||||
float _Noise_qd_x; // 噪声 X 方向密度
|
||||
float _Noise_qd_y; // 噪声 Y 方向密度
|
||||
float _Noise_speed_x; // 噪声 X 方向滚动速度(双层交叉淡化)
|
||||
float _Noise_speed_y; // 噪声 Y 方向滚动速度(双层交叉淡化)
|
||||
float _Mask_speed_x; // 遮罩 1 X 方向流动速度
|
||||
float _Mask_speed_y; // 遮罩 1 Y 方向流动速度
|
||||
float _Mask2_speed_x; // 遮罩 2 X 方向流动速度
|
||||
float _Mask2_speed_y; // 遮罩 2 Y 方向流动速度
|
||||
float _AlphaCutoff; // 保留兼容,未使用
|
||||
CBUFFER_END
|
||||
|
||||
// ====================================================================
|
||||
// 顶点输入结构(Attributes)
|
||||
// 从 Mesh 读取的数据
|
||||
// ====================================================================
|
||||
struct Attributes
|
||||
{
|
||||
float4 positionOS : POSITION; // 对象空间顶点位置
|
||||
float2 uv : TEXCOORD0; // 主 UV 坐标
|
||||
float4 color : COLOR; // 顶点颜色(可被材质 Color 叠加)
|
||||
};
|
||||
|
||||
// ====================================================================
|
||||
// 片元输入结构(Varyings)
|
||||
// 顶点着色器输出 → 片元着色器输入
|
||||
// ====================================================================
|
||||
struct Varyings
|
||||
{
|
||||
float4 positionCS : SV_POSITION; // 裁剪空间位置(给 GPU 用)
|
||||
float2 uv : TEXCOORD0; // UV 坐标(插值后的)
|
||||
float4 color : COLOR; // 顶点颜色(插值后的)
|
||||
};
|
||||
|
||||
// ====================================================================
|
||||
// 顶点着色器(Vertex Shader)
|
||||
// 负责:对象空间 → 裁剪空间的坐标变换
|
||||
// ====================================================================
|
||||
Varyings vert(Attributes IN)
|
||||
{
|
||||
Varyings OUT;
|
||||
// 对象空间 → 裁剪空间(URP 标准函数)
|
||||
OUT.positionCS = TransformObjectToHClip(IN.positionOS.xyz);
|
||||
OUT.uv = IN.uv; // 传递 UV(无需变换)
|
||||
OUT.color = IN.color; // 传递顶点颜色
|
||||
return OUT;
|
||||
}
|
||||
|
||||
// ====================================================================
|
||||
// 片元着色器(Fragment Shader)
|
||||
// 负责:逐像素计算最终颜色和透明度
|
||||
// ====================================================================
|
||||
half4 frag(Varyings IN) : SV_Target
|
||||
{
|
||||
// --- 时间系统 ---
|
||||
// _Time.y 是 Unity 内置的时间变量(单位:秒)
|
||||
// ⚠️ 必须用 float:时间值持续增长,half(f16) 在大值区精度崩塌,
|
||||
// 导致 UV 跳跃式步进 → 移动端像素块
|
||||
float time = _Time.y;
|
||||
float flowTime = time * 1.0;
|
||||
|
||||
// =================================================================
|
||||
// 第一步:计算主贴图 UV 坐标
|
||||
// UV = 原始UV × Tiling + Offset + 滚动偏移
|
||||
// ⚠️ float2 保证 UV 精度(大贴图/高 Tiling 下 half 不够)
|
||||
// =================================================================
|
||||
float2 mainUV = IN.uv * _MainTex_ST.xy + _MainTex_ST.zw;
|
||||
// 加上时间驱动的流动偏移(速度 × 时间)
|
||||
mainUV += float2(_Main_Tex_speed_x, _Main_Tex_speed_y) * flowTime;
|
||||
|
||||
// =================================================================
|
||||
// 第二步:噪声扭曲(UV 偏移)
|
||||
// 用噪声贴图的 R/G 通道产生一个 2D 偏移向量,加到主贴图 UV 上。
|
||||
// 采用"双层反向滚动 + 三角波交叉淡入淡出"技术:
|
||||
// - A 层正向滚动,B 层反向滚动
|
||||
// - 当 A 层到达纹理回绕边界时,正好切换到 B 层
|
||||
// - 三角波 0→1→0 循环过渡,完全消除回绕突兀感
|
||||
// =================================================================
|
||||
if (_qd != 0.0h)
|
||||
{
|
||||
// --- 噪声密度计算 ---
|
||||
// _Noise_qd_x/y 控制噪声在 UV 上的重复次数
|
||||
// 1 = 贴满 1 次,2 = 重复 2 次(更密)
|
||||
// 默认 0 时自动设为 1(避免所有像素采样同一点导致整体同步晃动)
|
||||
// noiseQD 是简单的 [0, N] 缩放因子,half 足够
|
||||
half2 noiseQD = half2(
|
||||
_Noise_qd_x != 0.0h ? _Noise_qd_x : 1.0h,
|
||||
_Noise_qd_y != 0.0h ? _Noise_qd_y : 1.0h
|
||||
);
|
||||
|
||||
// --- 双层反向滚动(相位错开 0.5) ---
|
||||
// 层 A:正向滚动,层 B:反向滚动 + 错开半格
|
||||
// 这样当 A 到达回绕边界时,B 正好在纹素中间,不会同时回绕
|
||||
// ⚠️ scroll/baseUV/noiseUV 用 float:含 time 累加 + UV 缩放
|
||||
float2 scroll = float2(_Noise_speed_x, _Noise_speed_y) * flowTime;
|
||||
float2 baseUV = IN.uv * _Noise_ST.xy * noiseQD + _Noise_ST.zw;
|
||||
float2 noiseUV_A = baseUV + scroll;
|
||||
float2 noiseUV_B = baseUV - scroll + 0.5;
|
||||
|
||||
half4 noise_A = SAMPLE_TEXTURE2D(_Noise, sampler_Noise, noiseUV_A);
|
||||
half4 noise_B = SAMPLE_TEXTURE2D(_Noise, sampler_Noise, noiseUV_B);
|
||||
|
||||
// --- 三角波交叉淡化 ---
|
||||
// frac(scroll.x) = 0 → 用 B(A 正回绕,B 在中间)
|
||||
// frac(scroll.x) = 0.5 → 用 A(B 正回绕,A 在中间)
|
||||
// 确保永远不会同时采样到回绕边界
|
||||
// ⚠️ fade 用 float:scroll 是 float,避免 half 截断使渐变不平滑
|
||||
float fade = abs(frac(scroll.x) * 2.0 - 1.0);
|
||||
half4 noise = lerp(noise_A, noise_B, (half)fade);
|
||||
|
||||
// --- 扭曲方向 ---
|
||||
// noise.r → [-1, 1] → X 方向偏移
|
||||
// noise.g → [-1, 1] → Y 方向偏移
|
||||
// R/G 独立控制 XY,变化不同步,过渡更自然
|
||||
half2 twistDir = noise.rg * 2.0h - 1.0h;
|
||||
|
||||
// --- 应用扭曲 ---
|
||||
// _qd 控制扭曲强度,乘以扭曲方向加到主贴图 UV 上
|
||||
// _qd = 0:无扭曲;_qd = 0.05:微弱扭曲;_qd > 0.2:强烈扭曲
|
||||
mainUV += twistDir * _qd;
|
||||
}
|
||||
|
||||
// =================================================================
|
||||
// 第三步:采样主贴图
|
||||
// 此时 mainUV 已经包含了基础滚动 + 噪声扭曲偏移
|
||||
// =================================================================
|
||||
half4 mainTex = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, mainUV);
|
||||
|
||||
// =================================================================
|
||||
// 第四步:颜色计算
|
||||
// 最终 RGB = 贴图颜色 × 材质颜色 × 顶点颜色 × 贴图Alpha × 不透明度
|
||||
// =================================================================
|
||||
half3 finalRGB = mainTex.rgb * _Color.rgb * IN.color.rgb * mainTex.a;
|
||||
finalRGB *= _opacity;
|
||||
|
||||
// =================================================================
|
||||
// 第五步:可选的去饱和度
|
||||
// =================================================================
|
||||
if (_Main_Desaturate != 0.0h)
|
||||
{
|
||||
// 用 BT.601 亮度公式将 RGB 转灰度
|
||||
half gray = dot(finalRGB, half3(0.299, 0.587, 0.114));
|
||||
// _Main_Desaturate = 0 时全彩,= 1 时完全灰度
|
||||
finalRGB = lerp(finalRGB, gray, _Main_Desaturate);
|
||||
}
|
||||
|
||||
// =================================================================
|
||||
// 第六步:遮罩计算
|
||||
// 两层遮罩相乘,共同控制 RGB 亮度和透明度
|
||||
// 遮罩也带时间滚动(可选)
|
||||
// UV = 原始UV + 滚动偏移(遮罩跟随 mesh UV)
|
||||
// ⚠️ float2 保证滚动精度,避免 half 步进导致遮罩采样抖动
|
||||
// =================================================================
|
||||
float2 maskUV = IN.uv + float2(_Mask_speed_x, _Mask_speed_y) * flowTime;
|
||||
half mask1 = SAMPLE_TEXTURE2D(_Mask, sampler_Mask, maskUV).r;
|
||||
|
||||
float2 mask2UV = IN.uv + float2(_Mask2_speed_x, _Mask2_speed_y) * flowTime;
|
||||
half mask2 = SAMPLE_TEXTURE2D(_Mask2, sampler_Mask2, mask2UV).r;
|
||||
|
||||
// 两层遮罩相乘,合并为一个遮罩值
|
||||
half combinedMask = mask1 * mask2;
|
||||
|
||||
// 应用到 RGB
|
||||
finalRGB *= combinedMask;
|
||||
|
||||
// =================================================================
|
||||
// 第七步:最终透明度
|
||||
// Alpha = 不透明度 × 顶点Alpha × 遮罩
|
||||
// =================================================================
|
||||
half finalAlpha = _opacity * IN.color.a * combinedMask;
|
||||
|
||||
// =================================================================
|
||||
// 输出最终颜色
|
||||
// 混合模式是 OneMinusDstColor One,颜色会与背景按"加乘"方式混合
|
||||
// =================================================================
|
||||
return half4(finalRGB, finalAlpha);
|
||||
}
|
||||
ENDHLSL
|
||||
}
|
||||
}
|
||||
// --- Fallback(兜底方案)---
|
||||
Fallback "Universal Render Pipeline/Unlit"
|
||||
}
|
||||
ENDHLSL
|
||||
}
|
||||
}
|
||||
Fallback "Hidden/InternalErrorShader"
|
||||
//CustomEditor "UnityEditor.ShaderGraph.PBRMasterGUI"
|
||||
}
|
||||
+31
-58
@@ -1,9 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 97a58b3a9cbbc294b818acfddee1c73c
|
||||
timeCreated: 1767109896
|
||||
licenseType: Free
|
||||
TextureImporter:
|
||||
serializedVersion: 13
|
||||
internalIDToNameTable: []
|
||||
externalObjects: {}
|
||||
serializedVersion: 13
|
||||
mipmaps:
|
||||
mipMapMode: 0
|
||||
enableMipMap: 0
|
||||
@@ -80,74 +82,45 @@ TextureImporter:
|
||||
ignorePlatformSupport: 0
|
||||
androidETC2FallbackOverride: 0
|
||||
forceMaximumCompressionQuality_BC6H_BC7: 0
|
||||
- serializedVersion: 3
|
||||
buildTarget: Standalone
|
||||
maxTextureSize: 2048
|
||||
resizeAlgorithm: 0
|
||||
textureFormat: -1
|
||||
textureCompression: 2
|
||||
compressionQuality: 50
|
||||
crunchedCompression: 0
|
||||
allowsAlphaSplitting: 0
|
||||
overridden: 0
|
||||
ignorePlatformSupport: 0
|
||||
androidETC2FallbackOverride: 0
|
||||
forceMaximumCompressionQuality_BC6H_BC7: 0
|
||||
- serializedVersion: 3
|
||||
buildTarget: iPhone
|
||||
maxTextureSize: 2048
|
||||
resizeAlgorithm: 0
|
||||
textureFormat: -1
|
||||
textureCompression: 2
|
||||
compressionQuality: 50
|
||||
crunchedCompression: 0
|
||||
allowsAlphaSplitting: 0
|
||||
overridden: 0
|
||||
ignorePlatformSupport: 0
|
||||
androidETC2FallbackOverride: 0
|
||||
forceMaximumCompressionQuality_BC6H_BC7: 0
|
||||
- serializedVersion: 3
|
||||
buildTarget: WebGL
|
||||
maxTextureSize: 2048
|
||||
resizeAlgorithm: 0
|
||||
textureFormat: -1
|
||||
textureCompression: 2
|
||||
compressionQuality: 50
|
||||
crunchedCompression: 0
|
||||
allowsAlphaSplitting: 0
|
||||
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File diff suppressed because it is too large
Load Diff
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user