Unity Shader之流光效果

发布时间: 2022年05月09日阅读数: 2

流光效果,支持控制流光宽度颜色角度
演示效果

  • URP版本

    Shader "Unlit/LightFlow"
    {
        Properties
        {
            _MainTex ("Texture", 2D) = "white" {}
            _LightColor ("Light", Color) = (1,1,1,1)
            _LightWidth ("Light width", float) = 0.2
            _LightAngle ("Light angle", float) = 45
            _LightRange("Light range", float) = 0
    
            _StencilComp ("Stencil Comparison", Float) = 8
            _Stencil ("Stencil ID", Float) = 0
            _StencilOp ("Stencil Operation", Float) = 0
            _StencilWriteMask ("Stencil Write Mask", Float) = 255
            _StencilReadMask ("Stencil Read Mask", Float) = 255
    
        }
        SubShader
        {
            Tags { "RenderType"="Transparent" "Queue"="Transparent" }
            Stencil
            {
                Ref [_Stencil]
                Comp [_StencilComp]
                Pass [_StencilOp] 
                ReadMask [_StencilReadMask]
                WriteMask [_StencilWriteMask]
            }
    
            Cull Off
            Lighting Off
            ZWrite Off
            ZTest [unity_GUIZTestMode]
            Blend SrcAlpha OneMinusSrcAlpha
    
            Pass
            {
                HLSLINCLUDE
                #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/core.hlsl"
                ENDHLSL
    
                HLSLPROGRAM
                #pragma vertex vert
                #pragma fragment frag
    
    
                struct appdata
                {
                    float4 vertex : POSITION;
                    float2 uv : TEXCOORD0;
                };
    
                struct v2f
                {
                    float2 uv : TEXCOORD0;
                    float4 vertex : SV_POSITION;
                };
    
                sampler2D _MainTex;
                float4 _MainTex_ST;
                uniform float4 _LightColor;
                float _LightWidth;
                float _LightAngle;
                float _LightRange;
    
                v2f vert (appdata v)
                {
                    v2f o;
                    o.vertex = TransformObjectToHClip(v.vertex);
                    o.uv = TRANSFORM_TEX(v.uv, _MainTex);
                    return o;
                }
    
    
                real4 frag (v2f i) : SV_Target
                {
                    real4 col = tex2D(_MainTex, i.uv);
    
                    float angle = radians(_LightAngle);
                    float halfWidth = _LightWidth / 2 / cos(angle);
    
                    float base = tan(angle) * i.uv.x + _LightRange;
                    float up = base + halfWidth;
                    float down = base - halfWidth ;
                    float pwidth = length(float2(ddx(i.uv.x), ddy(i.uv.y))) * 30;
    
                    float4 light = (smoothstep(up, up + pwidth, i.uv.y) - smoothstep(down - pwidth, down , i.uv.y)) *  _LightColor;
                    col.rgb = col.rgb + light.rgb * light.a;
    
    
                    return col;
                }
                ENDHLSL
            }
        }
    }
    
  • 内置管线版本

    Shader "Unlit/FlowLight"
    {
        Properties
        {
            _MainTex ("Texture", 2D) = "white" {}
            _LightColor ("Light", Color) = (1,1,1,1)
    
            _StencilComp ("Stencil Comparison", Float) = 8
            _Stencil ("Stencil ID", Float) = 0
            _StencilOp ("Stencil Operation", Float) = 0
            _StencilWriteMask ("Stencil Write Mask", Float) = 255
            _StencilReadMask ("Stencil Read Mask", Float) = 255
    
        }
        SubShader
        {
            Tags { "RenderType"="Transparent" "Queue"="Transparent" }
            Stencil
            {
                Ref [_Stencil]
                Comp [_StencilComp]
                Pass [_StencilOp] 
                ReadMask [_StencilReadMask]
                WriteMask [_StencilWriteMask]
            }
    
            Cull Off
            Lighting Off
            ZWrite Off
            ZTest [unity_GUIZTestMode]
            Blend SrcAlpha OneMinusSrcAlpha
    
            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;
                uniform float4 _LightColor;
    
                v2f vert (appdata v)
                {
                    v2f o;
                    o.vertex = UnityObjectToClipPos(v.vertex);
                    o.uv = TRANSFORM_TEX(v.uv, _MainTex);
                    return o;
                }
    
    
                fixed4 frag (v2f i) : SV_Target
                {
                    fixed4 col = tex2D(_MainTex, i.uv);
                    float base =((_Time.z)%4/4 - 0.1)*1.2;
                    float up = base + sin(i.uv.x * 0.2) * 0.01;
                    float down =base - 0.08+ sin(i.uv.x * 0.66)* 0.01;
                    float pwidth = length(float2(ddx(i.uv.x), ddy(i.uv.y))) * 30;
                    float4 wave = (smoothstep(up, up - pwidth, i.uv.y)-smoothstep(down, down - pwidth, i.uv.y))* _LightColor;
                    col.rgb = col.rgb +  wave/3 ;
                    return col;
                }
                ENDCG
            }
        }
    }