文章目录
- 前言
- 一、半透明混合自定义调整
- 1、属性面板
- 2、SubShader中
- 3、在片元着色器(可选)
- 3、根据纹理情况自己调节
- 二、适配Build In Render Pipeline
- 三、最终代码
前言
在前几篇文章中,我们依次解决了实现Shader序列帧动画所遇到的问题。
- Unity中Shader序列图动画(UV流动的通用起始点)
- Unity中Shader序列帧动画(U、V方向的走格)
- Unity中Shader的_Time精度问题
我们在这篇文章中,对其进行优化、适配BRP 和 总结。
一、半透明混合自定义调整
1、属性面板
[Enum(UnityEngine.Rendering.BlendMode)]_SrcFactor(“SrcFactor”,int) = 0
[Enum(UnityEngine.Rendering.BlendMode)]_DstFactor(“DstFactor”,int) = 0
2、SubShader中
Blend [_SrcFactor] [_DstFactor]
3、在片元着色器(可选)
- 使用返回颜色的rgb值与alpha值相乘输出,防止雾效影响透明度
col.rgb = col.rgb * col.a;
3、根据纹理情况自己调节
- Unity中Shader的混合模式Blend
二、适配Build In Render Pipeline
SubShader{Tags{//渲染类型"RenderType"="Transparent"//渲染队列"Queue"="Transparent"}Blend [_SrcFactor] [_DstFactor]Pass{CGPROGRAM#pragma vertex vert#pragma fragment frag#pragma multi_compile_fog#include "UnityCG.cginc"struct appdata{float3 vertexOS : POSITION;float2 uv : TEXCOORD0;};struct v2f{float4 vertexCS : SV_POSITION;float2 uv : TEXCOORD1;UNITY_FOG_COORDS(2)};float4 _Color;sampler2D _MainTex;float4 _MainTex_ST;half4 _Sequence;v2f vert(appdata v){v2f o;o.vertexCS = UnityObjectToClipPos(v.vertexOS);o.uv = float2(v.uv.x / _Sequence.y, v.uv.y / _Sequence.x + (_Sequence.x - 1) / _Sequence.x);o.uv.x += frac(floor(_Time.y * _Sequence.y * _Sequence.z) / _Sequence.y);o.uv.y -= frac(floor(_Time.y * _Sequence.y * _Sequence.z / _Sequence.y) / _Sequence.x);//o.uv.x += floor(_Time.y);//o.uv = float2(v.uv.x/4,v.uv.y/4);//o.uv = TRANSFORM_TEX(v.uv,_MainTex);UNITY_TRANSFER_FOG(o, o.vertex)return o;}half4 frag(v2f i) : SV_Target{float4 mainTex = tex2D(_MainTex, i.uv);float4 col = mainTex * _Color;UNITY_APPLY_FOG(i.fogCoord, col)col.rgb = col.rgb * col.a;return col;}ENDCG}}
三、最终代码
Shader "MyShader/URP/P3_9"
{Properties{[Enum(UnityEngine.Rendering.BlendMode)]_SrcFactor("SrcFactor",int) = 0[Enum(UnityEngine.Rendering.BlendMode)]_DstFactor("DstFactor",int) = 0_Color("Color",Color) = (1,1,1,1)_MainTex("MainTex",2D) = "white"{}_Sequence("Row(X) Column(Y) Speed(Z)",Vector) = (1,1,1,1)}SubShader{Tags{//告诉引擎,该Shader只用于 URP 渲染管线"RenderPipeline"="UniversalPipeline"//渲染类型"RenderType"="Transparent"//渲染队列"Queue"="Transparent"}Blend [_SrcFactor] [_DstFactor]Pass{HLSLPROGRAM#pragma vertex vert#pragma fragment frag#pragma multi_compile_fog#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"struct Attribute{float3 vertexOS : POSITION;float2 uv : TEXCOORD0;};struct Varying{float4 vertexCS : SV_POSITION;float2 uv : TEXCOORD1;float fogCoord : TEXCOORD2;};CBUFFER_START(UnityPerMaterial)float4 _Color;float4 _MainTex_ST;half4 _Sequence;CBUFFER_ENDTEXTURE2D(_MainTex);SAMPLER(sampler_MainTex);Varying vert(Attribute v){Varying o;o.vertexCS = TransformObjectToHClip(v.vertexOS);o.uv = float2(v.uv.x / _Sequence.y, v.uv.y / _Sequence.x + (_Sequence.x - 1) / _Sequence.x);o.uv.x += frac(floor(_Time.y * _Sequence.y * _Sequence.z) / _Sequence.y);o.uv.y -= frac(floor(_Time.y * _Sequence.y * _Sequence.z / _Sequence.y) / _Sequence.x);//o.uv.x += floor(_Time.y);//o.uv = float2(v.uv.x/4,v.uv.y/4);//o.uv = TRANSFORM_TEX(v.uv,_MainTex);o.fogCoord = ComputeFogFactor(o.vertexCS.z);return o;}half4 frag(Varying i) : SV_Target{float4 mainTex = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.uv);float4 col = mainTex * _Color;col.rgb = MixFog(col, i.fogCoord);col.rgb = col.rgb * col.a;return col;}ENDHLSL}}SubShader{Tags{//渲染类型"RenderType"="Transparent"//渲染队列"Queue"="Transparent"}Blend [_SrcFactor] [_DstFactor]Pass{CGPROGRAM#pragma vertex vert#pragma fragment frag#pragma multi_compile_fog#include "UnityCG.cginc"struct appdata{float3 vertexOS : POSITION;float2 uv : TEXCOORD0;};struct v2f{float4 vertexCS : SV_POSITION;float2 uv : TEXCOORD1;UNITY_FOG_COORDS(2)};float4 _Color;sampler2D _MainTex;float4 _MainTex_ST;half4 _Sequence;v2f vert(appdata v){v2f o;o.vertexCS = UnityObjectToClipPos(v.vertexOS);o.uv = float2(v.uv.x / _Sequence.y, v.uv.y / _Sequence.x + (_Sequence.x - 1) / _Sequence.x);o.uv.x += frac(floor(_Time.y * _Sequence.y * _Sequence.z) / _Sequence.y);o.uv.y -= frac(floor(_Time.y * _Sequence.y * _Sequence.z / _Sequence.y) / _Sequence.x);//o.uv.x += floor(_Time.y);//o.uv = float2(v.uv.x/4,v.uv.y/4);//o.uv = TRANSFORM_TEX(v.uv,_MainTex);UNITY_TRANSFER_FOG(o, o.vertex)return o;}half4 frag(v2f i) : SV_Target{float4 mainTex = tex2D(_MainTex, i.uv);float4 col = mainTex * _Color;UNITY_APPLY_FOG(i.fogCoord, col)col.rgb = col.rgb * col.a;return col;}ENDCG}}
}