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unity實現玻璃效果

←手機掃碼閱讀     madbeef @ 2020-05-04 , reply:0

本文實例為大家分享了unity實現玻璃效果的具體代碼,供大家參考,具體內容如下
一、使用Cubemap,做一個假反射
shader代碼如下:
Shader "Custom/glassShader" { Properties { _MainColor("Main Color",Color)=(1,1,1,1) _MainTex ("Base (RGB)", 2D) = "white" {} _Cube("Cube",CUBE)=""{} } SubShader { Tags {"RenderType"="Opaque"} LOD 200 //cull off CGPROGRAM #pragma surface surf Lambert alpha fixed4 _MainColor; sampler2D _MainTex; samplerCUBE _Cube; struct Input { float2 uv_MainTex; float3 worldRefl; }; void surf (Input IN, inout SurfaceOutput o) { half4 c = tex2D (_MainTex, IN.uv_MainTex); o.Albedo = c.rgb*_MainColor.rgb; o.Emission=texCUBE(_Cube,IN.worldRefl).rgb; o.Alpha = c.a*_MainColor.a; } ENDCG } FallBack "Diffuse" }
二、使用GrabPass,抓取屏幕紋理,實現實時反射
shader代碼如下:
Shader "Unlit/GrabGlass" { Properties { _Color("Main Color",Color)=(1,1,1,1) _MainTex ("Texture", 2D) = "white" {} } SubShader { Tags {"Queue"="Transparent" "RenderType"="Opaque" }//Opaque LOD 100 //繪製半透明物體 關閉深度緩存 ZWrite Off //透明混合 Blend SrcAlpha OneMinusSrcAlpha //如果沒有命名,則可以用_GrabTexture來讀取,不過開銷很大,應用到特殊效果時才去應用 GrabPass { "_GrabTex" } 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; fixed4 _Color; sampler2D _GrabTex; v2f vert (appdata v) { v2f o; o.vertex = mul(UNITY_MATRIX_MVP, v.vertex); o.uv = TRANSFORM_TEX(v.uv, _MainTex); UNITY_TRANSFER_FOG(o,o.vertex); return o; } fixed4 frag (v2f i) : SV_Target { // sample the texture fixed4 col = tex2D(_MainTex, i.uv)*_Color; // apply fog UNITY_APPLY_FOG(i.fogCoord, col); //調整一下uv float2 uv=i.uv; uv.x=1-uv.x; return col*tex2D(_GrabTex,uv); } ENDCG } } }
效果如下:
三、使用攝像機實現實時反射
因為GrabPass,相對來說消耗較大,只建議用於一些特殊效果,於是這裡就藉助輔助攝像機,來實現實時反射效果,當然這需要多寫一個腳本,同時需要在輔助攝像機中屏蔽玻璃本身
shader代碼如下:
Shader "Unlit/CameraGlass" { Properties { _MainTex ("Texture", 2D) = "white" {} } SubShader { Tags { "RenderType"="Opaque" } LOD 100 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; v2f vert (appdata v) { v2f o; o.vertex = mul(UNITY_MATRIX_MVP, v.vertex); o.uv = TRANSFORM_TEX(v.uv, _MainTex); UNITY_TRANSFER_FOG(o,o.vertex); return o; } fixed4 frag (v2f i) : SV_Target { // sample the texture 需要調整一下uv fixed4 col = tex2D(_MainTex, 1-i.uv); // apply fog UNITY_APPLY_FOG(i.fogCoord, col); return col; } ENDCG } } }
腳本代碼如下:
using UnityEngine; using System.Collections; public class RenderGlassTexture : MonoBehaviour { ///

/// 輔助攝像機 /// 原理:就是將輔助攝像機所看到的內容渲染到玻璃物體上,所以就實現了實時反射的鏡面效果 /// 因為玻璃也是場景中的物體,所以輔助攝像機也會看見他 /// 所以最好能將玻璃物體單獨放在一個層級中,讓輔助攝像機不去渲染他 ///

public Camera cam; private RenderTexture renderTex; ///

/// 玻璃shader ///

public Shader glassShader; ///

/// 玻璃材質 ///

private Material m_GlassMaterial; protected Material GlassMaterial { get { if (m_GlassMaterial == null) { m_GlassMaterial = new Material(glassShader); } return m_GlassMaterial; } } // Use this for initialization void Start () { renderTex = new RenderTexture(Screen.width, Screen.height, 16); cam.targetTexture = renderTex; } //在攝像機開始裁剪場景之前調用 void OnPreCull() { GlassMaterial.SetTexture("_MainTex", renderTex); } //在相機完成場景渲染後調用 void OnPostRender() { GlassMaterial.SetTexture("_MainTex", null); } }


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