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Unity URP世界空间后处理扫描圈效果Shader

發布時間:2023/12/13 编程问答 30 豆豆
生活随笔 收集整理的這篇文章主要介紹了 Unity URP世界空间后处理扫描圈效果Shader 小編覺得挺不錯的,現在分享給大家,幫大家做個參考.

實現原理

見這篇文章Unity Shader-深度相關知識總結與效果實現(LinearDepth,Reverse Z,世界坐標重建,軟粒子,高度霧,運動模糊,掃描線效果)_puppet_master的專欄-CSDN博客_shader深度

?核心Shader代碼

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//開始SubShaderSubShader{Tags { "RenderPipeline" = "UniversalPipeline" "RenderType" = "Overlay" "Queue" = "Transparent-499" "DisableBatching" = "True" }LOD 100ZTest Always Cull Off ZWrite OffBlend one OneMinusSrcAlphaPass{Name "ScanLine"//后處理效果一般都是這幾個狀態//使用上面定義的vertex和fragment shaderHLSLPROGRAM#pragma vertex vert#pragma fragment fragENDHLSL}}//后處理效果一般不給fallback,如果不支持,不顯示后處理即可 }

實現效果

工程鏈接

GitHub - Dejavu0709/StudyForShader?中的DepthScanLine文件夾

總結

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