我用Shadero捏了一个shader(溶解的效果)
大概是这个样子:
Shader "Shadero Customs/DestroyFadeOut"
{
Properties
{
[PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {}
_Destroyer_Value_1("_Destroyer_Value_1", Range(0, 1)) = 0
_Destroyer_Speed_1("_Destroyer_Speed_1", Range(0, 1)) = 0.5
_Darkness_Fade_1("_Darkness_Fade_1", Range(0, 1)) = 0.407
_SpriteFade("SpriteFade", Range(0, 1)) = 1.0
// required for UI.Mask
[HideInInspector]_StencilComp("Stencil Comparison", Float) = 8
[HideInInspector]_Stencil("Stencil ID", Float) = 0
[HideInInspector]_StencilOp("Stencil Operation", Float) = 0
[HideInInspector]_StencilWriteMask("Stencil Write Mask", Float) = 255
[HideInInspector]_StencilReadMask("Stencil Read Mask", Float) = 255
[HideInInspector]_ColorMask("Color Mask", Float) = 15
}
SubShader
{
Tags {"Queue" = "Transparent" "IgnoreProjector" = "true" "RenderType" = "Transparent" "PreviewType"="Plane" "CanUseSpriteAtlas"="True" "RenderPipeline" = "UniversalPipeline"}
ZWrite Off Blend SrcAlpha OneMinusSrcAlpha Cull Off
// required for UI.Mask
Stencil
{
Ref [_Stencil]
Comp [_StencilComp]
Pass [_StencilOp]
ReadMask [_StencilReadMask]
WriteMask [_StencilWriteMask]
}
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma fragmentoption ARB_precision_hint_fastest
#include "UnityCG.cginc"
struct appdata_t{
float4 vertex : POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD0;
};
struct v2f
{
float2 texcoord : TEXCOORD0;
float4 vertex : SV_POSITION;
float4 color : COLOR;
};
sampler2D _MainTex;
float _SpriteFade;
float _Destroyer_Value_1;
float _Destroyer_Speed_1;
float _Darkness_Fade_1;
v2f vert(appdata_t IN)
{
v2f OUT;
OUT.vertex = UnityObjectToClipPos(IN.vertex);
OUT.texcoord = IN.texcoord;
OUT.color = IN.color;
return OUT;
}
float4 Darkness(float4 txt, float value)
{
txt.rgb -= value;
return saturate(txt);
}
float DSFXr (float2 c, float seed)
{
return frac(43.*sin(c.x+7.*c.y)*seed);
}
float DSFXn (float2 p, float seed)
{
float2 i = floor(p), w = p-i, j = float2 (1.,0.);
w = w*w*(3.-w-w);
return lerp(lerp(DSFXr(i, seed), DSFXr(i+j, seed), w.x), lerp(DSFXr(i+j.yx, seed), DSFXr(i+1., seed), w.x), w.y);
}
float DSFXa (float2 p, float seed)
{
float m = 0., f = 2.;
for ( int i=0; i<9; i++ ){ m += DSFXn(f*p, seed)/f; f+=f; }
return m;
}
float4 DestroyerFX(float4 txt, float2 uv, float value, float seed, float HDR)
{
float t = frac(value*0.9999);
float4 c = smoothstep(t / 1.2, t + .1, DSFXa(3.5*uv, seed));
c = txt*c;
c.r = lerp(c.r, c.r*120.0*(1 - c.a), value);
c.g = lerp(c.g, c.g*40.0*(1 - c.a), value);
c.b = lerp(c.b, c.b*5.0*(1 - c.a) , value);
c.rgb = lerp(saturate(c.rgb),c.rgb,HDR);
return c;
}
float4 frag (v2f i) : COLOR
{
float4 _MainTex_1 = tex2D(_MainTex, i.texcoord);
float4 _Destroyer_1 = DestroyerFX(_MainTex_1,i.texcoord,_Destroyer_Value_1,_Destroyer_Speed_1,1);
float4 Darkness_1 = Darkness(_Destroyer_1,_Darkness_Fade_1);
float4 FinalResult = Darkness_1;
FinalResult.rgb *= i.color.rgb;
FinalResult.a = FinalResult.a * _SpriteFade * i.color.a;
return FinalResult;
}
ENDCG
}
}
Fallback "Sprites/Default"
}
然后我场景是UPR2D的,里面有大量2D光源,这个脚本不受光照;所有我找到了官方的“Sprite-Lit-Default”的Shader上面的受光脚本拷
我直接就把他的PASS拷了过来
//属性里面添加
Properties{
[HideInInspector] _Color("Tint", Color) = (1,1,1,1)
[HideInInspector] _RendererColor("RendererColor", Color) = (1,1,1,1)
[HideInInspector] _Flip("Flip", Vector) = (1,1,1,1)
[HideInInspector] _AlphaTex("External Alpha", 2D) = "white" {}
[HideInInspector] _EnableExternalAlpha("Enable External Alpha", Float) = 0
}
Pass
{
Tags { "LightMode" = "Universal2D" }
HLSLPROGRAM
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#pragma vertex CombinedShapeLightVertex
#pragma fragment CombinedShapeLightFragment
#pragma multi_compile USE_SHAPE_LIGHT_TYPE_0 __
#pragma multi_compile USE_SHAPE_LIGHT_TYPE_1 __
#pragma multi_compile USE_SHAPE_LIGHT_TYPE_2 __
#pragma multi_compile USE_SHAPE_LIGHT_TYPE_3 __
#pragma multi_compile _ DEBUG_DISPLAY
struct Attributes
{
float3 positionOS : POSITION;
float4 color : COLOR;
float2 uv : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct Varyings
{
float4 positionCS : SV_POSITION;
half4 color : COLOR;
float2 uv : TEXCOORD0;
half2 lightingUV : TEXCOORD1;
#if defined(DEBUG_DISPLAY)
float3 positionWS : TEXCOORD2;
#endif
UNITY_VERTEX_OUTPUT_STEREO
};
#include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/LightingUtility.hlsl"
TEXTURE2D(_MainTex);
SAMPLER(sampler_MainTex);
TEXTURE2D(_MaskTex);
SAMPLER(sampler_MaskTex);
half4 _MainTex_ST;
float4 _Color;
half4 _RendererColor;
#if USE_SHAPE_LIGHT_TYPE_0
SHAPE_LIGHT(0)
#endif
#if USE_SHAPE_LIGHT_TYPE_1
SHAPE_LIGHT(1)
#endif
#if USE_SHAPE_LIGHT_TYPE_2
SHAPE_LIGHT(2)
#endif
#if USE_SHAPE_LIGHT_TYPE_3
SHAPE_LIGHT(3)
#endif
Varyings CombinedShapeLightVertex(Attributes v)
{
Varyings o = (Varyings)0;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.positionCS = TransformObjectToHClip(v.positionOS);
#if defined(DEBUG_DISPLAY)
o.positionWS = TransformObjectToWorld(v.positionOS);
#endif
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
o.lightingUV = half2(ComputeScreenPos(o.positionCS / o.positionCS.w).xy);
o.color = v.color * _Color * _RendererColor;
return o;
}
#include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/CombinedShapeLightShared.hlsl"
half4 CombinedShapeLightFragment(Varyings i) : SV_Target
{
const half4 main = i.color * SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.uv);
const half4 mask = SAMPLE_TEXTURE2D(_MaskTex, sampler_MaskTex, i.uv);
SurfaceData2D surfaceData;
InputData2D inputData;
InitializeSurfaceData(main.rgb, main.a, mask, surfaceData);
InitializeInputData(i.uv, i.lightingUV, inputData);
return CombinedShapeLightShared(surfaceData, inputData);
}
ENDHLSL
}
然后这个Pass把我原来的Pass覆盖了,个人不是很懂shader。这种怎么解决?