实现原理
见这篇文章Unity Shader-深度相关知识总结与效果实现(LinearDepth,Reverse Z,世界坐标重建,软粒子,高度雾,运动模糊,扫描线效果)_puppet_master的专栏-CSDN博客_shader深度
核心Shader代码
Shader "Universal Render Pipeline/Dejavu/WorldDepthScanCircle"
{Properties{_MainTex("Base (RGB)", 2D) = "white" {}[HDR]_ScanLineColor("_ScanLineColor (default = 1,1,1,1)", color) = (1,1,1,1)_ScanValue("ScanValue", float) = 0_ScanLineWidth("ScanLineWidth", float) = 1_ScanLightStrength("ScanLightStrength", float) = 1}HLSLINCLUDE#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"CBUFFER_START(UnityPerMaterial)float4 _MainTex_ST;half4 _ScanLineColor;float _ScanValue;float _ScanLineWidth;float _ScanLightStrength;float _DistortFactor;float3 _Center;float _Radius;CBUFFER_ENDsampler2D _MainTex;// sampler2D _ScanTex;TEXTURE2D(_CameraDepthTexture);SAMPLER(sampler_CameraDepthTexture);struct appdata {float4 positionOS : POSITION;float2 uv : TEXCOORD0;UNITY_VERTEX_INPUT_INSTANCE_ID};struct v2f {float4 positionCS : SV_POSITION;float2 uv : TEXCOORD0;float3 viewRayWorld : TEXCOORD1;UNITY_VERTEX_OUTPUT_STEREO};//vertex shaderv2f vert(appdata v){v2f o;UNITY_SETUP_INSTANCE_ID(v);UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);o.positionCS = TransformObjectToHClip(v.positionOS.xyz);float sceneRawDepth = 1;
#if defined(UNITY_REVERSED_Z)sceneRawDepth = 1 - sceneRawDepth;
#endiffloat3 worldPos = ComputeWorldSpacePosition(v.uv, sceneRawDepth, UNITY_MATRIX_I_VP);o.viewRayWorld = worldPos - _WorldSpaceCameraPos.xyz;o.uv = v.uv;return o;}//fragment shaderfloat4 frag(v2f i) : SV_Target{float4 screenCol = tex2D(_MainTex, i.uv);float sceneRawDepth = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, sampler_CameraDepthTexture, i.uv);float linear01Depth = Linear01Depth(sceneRawDepth, _ZBufferParams);float3 worldPos = _WorldSpaceCameraPos.xyz + (linear01Depth)*i.viewRayWorld;float3 distVector = worldPos - _Center;float distance = sqrt(distVector.x* distVector.x + distVector.z*distVector.z);if (distance > _Radius * _ScanValue && distance < _Radius * _ScanValue + _ScanLineWidth){return screenCol * _ScanLightStrength * _ScanLineColor;}return screenCol;}ENDHLSL//开始SubShaderSubShader{Tags { "RenderPipeline" = "UniversalPipeline" "RenderType" = "Overlay" "Queue" = "Transparent-499" "DisableBatching" = "True" }LOD 100ZTest Always Cull Off ZWrite OffBlend one OneMinusSrcAlphaPass{Name "ScanLine"//后处理效果一般都是这几个状态//使用上面定义的vertex和fragment shaderHLSLPROGRAM#pragma vertex vert#pragma fragment fragENDHLSL}}//后处理效果一般不给fallback,如果不支持,不显示后处理即可
}
实现效果
工程链接
GitHub - Dejavu0709/StudyForShader 中的DepthScanLine文件夹