Unity Shader相交算法 Unity Shader相交算法实现简易防能量盾
ZzEeRO 人气:0Unity 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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