一日一Shader·几何阶段之增厚【SS

    技术2025-09-17  4

    之前做了一个爆散的效果,那是利用已有顶点的偏移来实现。今天做的增厚效果则是将已有的顶点复制出来一个,然后沿法线方向偏移,形成双层结构,让最终绘制出来的图像有一定的厚度。

    代码:

    Shader "MyShader/SS_14" { Properties{ _MainTex("Texture", 2D) = ""{} _Mask("Mask", 2D) = ""{} } SubShader { CGINCLUDE #include "UnityCG.cginc" sampler2D _MainTex; sampler2D _Mask; struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; float3 normal : NORMAL; }; struct v2f { float4 vertex : SV_POSITION; float2 uv : TEXCOORD0; float4 worldPos : TEXCOORD1; float3 normal : TEXCOORD2; }; float3 twist(float3 p, float3 center, float power) { float t = _Time.y*2; if (t > 360) { t -= 360; } float s = sin(power*t); float c = cos(power*t); float3x3 m = float3x3( c, -s, 0, s, c, 0, 0, 0, 1 ); return mul(m, p - center); } v2f vert(appdata v) { v2f o; o.vertex = v.vertex; o.uv = v.uv; o.worldPos = mul(unity_ObjectToWorld, v.vertex); o.normal = v.normal; return o; } #define ADD_VERT(v,_uv) \ o.vertex = UnityObjectToClipPos(v);\ o.uv=_uv;\ tristream.Append(o); #define ADD_TRI(p0, p1, p2,uv0,uv1,uv2) \ ADD_VERT(p0,uv0) \ ADD_VERT(p1,uv1) \ ADD_VERT(p2,uv2) \ tristream.RestartStrip(); [maxvertexcount(30)] void geom(triangle v2f v[3], inout TriangleStream<v2f> tristream) { v2f o = v[0]; float3 edgeA = v[1].vertex.xyz - v[0].vertex.xyz; float3 edgeB = v[2].vertex.xyz - v[0].vertex.xyz; float3 normal = normalize(cross(edgeA, edgeB))*0.1; //法线 float3 center = ((v[0].vertex.xyz + v[1].vertex.xyz + v[2].vertex.xyz)/ 3+normal); //float4 _height=tex2D(_Mask,v[0].uv); //会报错:cannot map expression to gs_4_0 instruction set(因为颜色采样只能在frag中进行) float3 v0 = v[0].vertex.xyz; float3 v1 = v[1].vertex.xyz; float3 v2 = v[2].vertex.xyz ; float3 v3 = (v[0].vertex.xyz + normal); float3 v4 =(v[1].vertex.xyz + normal); float3 v5 =(v[2].vertex.xyz + normal); v0 = twist(v0, center, 1) + center; v1 = twist(v1, center, 1) + center; v2 = twist(v2, center, 1) + center; v3 = twist(v3, center, 1) + center; v4 = twist(v4, center, 1) + center; v5 = twist(v5, center, 1) + center; float2 suv0 = v[0].uv; float2 suv1 = v[1].uv; float2 suv2 = v[2].uv; float2 suv3 = v[0].uv; float2 suv4 = v[1].uv; float2 suv5 = v[2].uv; //这一块要根据三角面的绘制顺序 ADD_TRI(v2, v5, v1, suv2, suv5, suv1); ADD_TRI(v2, v1, v0, suv2, suv1, suv0); ADD_TRI(v1, v4, v0, suv1, suv4, suv0); ADD_TRI(v4, v3, v0, suv4, suv3, suv0); ADD_TRI(v0, v3, v2, suv0, suv3, suv2); ADD_TRI(v5, v4, v1, suv5, suv4, suv1); ADD_TRI(v3, v5, v2, suv3, suv5, suv2); ADD_TRI(v5, v3, v4, suv5, suv3, suv4); } fixed4 frag(v2f i) : SV_Target { return tex2D(_MainTex, i.uv); } ENDCG Pass { CGPROGRAM #pragma vertex vert #pragma geometry geom #pragma fragment frag ENDCG } } }

    本来准备用一张额外的图来实现不同的厚度,但是没成功,就做了一个旋转效果。

    返回目录:https://blog.csdn.net/yzy1987523/article/details/106676451

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