编辑采用 2 vector3 的 Unity 着色器

Edit Unity shader that takes 2 vector3

这是一个来自 unity asset store 的果冻着色器,但我不知道如何让它始终处于活动状态,因为它需要 2 个 vector3(_ModelOrigin 和一个 __ImpactOrigin)。关于如何编辑它的任何想法始终有效?

这就是我现在使用它的方式:

 modelRenderer.material.SetVector("_ModelOrigin", pos.transform.position);
 modelRenderer.material.SetVector("_ImpactOrigin", pos.transform.position += new Vector3(0.001f, 0.001f, 0.001f)); 

但是当游戏对象网格太远时它停止工作

我也试过只使用 transform.position 但是当我移动游戏对象时,着色器会获得新值,所以它会延迟一秒钟

谢谢

// Upgrade NOTE: upgraded instancing buffer 'Props' to new syntax.

Shader "Custom/JellyShader" {
    Properties{

        _Color("Color", Color) = (1,1,1,1)
        _MainTex("Albedo (RGB)", 2D) = "white" {}
        _Glossiness("Smoothness", Range(0,1)) = 0.5
        _Metallic("Metallic", Range(0,1)) = 0.0
        _Transparency("Transparency", float) = 0.1

        _ControlTime("Time", float) = 0
        _ModelOrigin("Model Origin", Vector) = (0,0,0,0)
        _ImpactOrigin("Impact Origin", Vector) = (-5,0,0,0)

         _Emission("Emission", float) = 0
         [HDR] _EmissionColor("Color", Color) = (0,0,0)


        _Frequency("Frequency", Range(0, 1000)) = 10
        _Amplitude("Amplitude", Range(0, 5)) = 0.1
        _WaveFalloff("Wave Falloff", Range(1, 8)) = 4
        _MaxWaveDistortion("Max Wave Distortion", Range(0.1, 2.0)) = 1
        _ImpactSpeed("Impact Speed", Range(0, 10)) = 0.5
        _WaveSpeed("Wave Speed", Range(-10, 10)) = -5
    }
        SubShader{
            Tags { "Queue" = "Transparent" "RenderType" = "Transparent" }
            LOD 200

            CGPROGRAM
            // Physically based Standard lighting model, and enable shadows on all light types
            #pragma surface surf Standard fullforwardshadows addshadow vertex:vert alpha:fade

            // Use shader model 3.0 target, to get nicer looking lighting
            #pragma target 3.0

            sampler2D _MainTex;

            struct Input {
                float2 uv_MainTex;
            };

            half _Glossiness;
            half _Metallic;
            fixed4 _Color;

            fixed4 _EmissionColor;

            float _ControlTime;
            float4 _ModelOrigin;
            float4 _ImpactOrigin;
            float _Transparency;

            half _Frequency; //Base frequency for our waves.
            half _Amplitude; //Base amplitude for our waves.
            half _WaveFalloff; //How quickly our distortion should fall off given distance.
            half _MaxWaveDistortion; //Smaller number here will lead to larger distortion as the vertex approaches origin.
            half _ImpactSpeed; //How quickly our wave origin moves across the sphere.
            half _WaveSpeed; //Oscillation speed of an individual wave.


            // Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader.
            // See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing.
            // #pragma instancing_options assumeuniformscaling
            UNITY_INSTANCING_BUFFER_START(Props)
                // put more per-instance properties here
            UNITY_INSTANCING_BUFFER_END(Props)

            void vert(inout appdata_base v) {
                float4 world_space_vertex = mul(unity_ObjectToWorld, v.vertex);

                float4 direction = normalize(_ModelOrigin - _ImpactOrigin);
                float4 origin = _ImpactOrigin + _ControlTime * _ImpactSpeed * direction;

                //Get the distance in world space from our vertex to the wave origin.
                float dist = distance(world_space_vertex, origin);

                //Adjust our distance to be non-linear.
                dist = pow(dist, _WaveFalloff);

                //Set the max amount a wave can be distorted based on distance.
                dist = max(dist, _MaxWaveDistortion);

                //Convert direction and _ImpactOrigin to model space for later trig magic.
                float4 l_ImpactOrigin = mul(unity_WorldToObject, _ImpactOrigin);
                float4 l_direction = mul(unity_WorldToObject, direction);

                //Magic
                float impactAxis = l_ImpactOrigin + dot((v.vertex - l_ImpactOrigin), l_direction);

                v.vertex.xyz += v.normal * sin(impactAxis * _Frequency + _ControlTime * _WaveSpeed) * _Amplitude * (1 / dist);
            }

            void surf(Input IN, inout SurfaceOutputStandard o) {
                // Albedo comes from a texture tinted by color
                fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;
                o.Albedo = c.rgb;
                // Metallic and smoothness come from slider variables
                o.Metallic = _Metallic;
                o.Smoothness = _Glossiness;
                o.Alpha = c.a;
                o.Emission = c.rgb * tex2D(_MainTex, IN.uv_MainTex).a * _EmissionColor;
                o.Smoothness = _Glossiness;
            }
            ENDCG
        }
            FallBack "Diffuse"
}

最简单的解决方案是将它们作为属性删除,并根据对象到世界的变换计算模型位置,然后使用您的偏移量来设置冲击原点。

这样你就不需要在 c# 中设置那些参数,它应该“正常工作”。

// Upgrade NOTE: upgraded instancing buffer 'Props' to new syntax.

Shader "Custom/JellyShader" {
    Properties{

        _Color("Color", Color) = (1,1,1,1)
        _MainTex("Albedo (RGB)", 2D) = "white" {}
        _Glossiness("Smoothness", Range(0,1)) = 0.5
        _Metallic("Metallic", Range(0,1)) = 0.0
        _Transparency("Transparency", float) = 0.1

        _ControlTime("Time", float) = 0

         _Emission("Emission", float) = 0
         [HDR] _EmissionColor("Color", Color) = (0,0,0)


        _Frequency("Frequency", Range(0, 1000)) = 10
        _Amplitude("Amplitude", Range(0, 5)) = 0.1
        _WaveFalloff("Wave Falloff", Range(1, 8)) = 4
        _MaxWaveDistortion("Max Wave Distortion", Range(0.1, 2.0)) = 1
        _ImpactSpeed("Impact Speed", Range(0, 10)) = 0.5
        _WaveSpeed("Wave Speed", Range(-10, 10)) = -5
    }
        SubShader{
            Tags { "Queue" = "Transparent" "RenderType" = "Transparent" }
            LOD 200

            CGPROGRAM
            // Physically based Standard lighting model, and enable shadows on all light types
            #pragma surface surf Standard fullforwardshadows addshadow vertex:vert alpha:fade

            // Use shader model 3.0 target, to get nicer looking lighting
            #pragma target 3.0

            sampler2D _MainTex;

            struct Input {
                float2 uv_MainTex;
            };

            half _Glossiness;
            half _Metallic;
            fixed4 _Color;

            fixed4 _EmissionColor;

            float _ControlTime;
            float _Transparency;

            half _Frequency; //Base frequency for our waves.
            half _Amplitude; //Base amplitude for our waves.
            half _WaveFalloff; //How quickly our distortion should fall off given distance.
            half _MaxWaveDistortion; //Smaller number here will lead to larger distortion as the vertex approaches origin.
            half _ImpactSpeed; //How quickly our wave origin moves across the sphere.
            half _WaveSpeed; //Oscillation speed of an individual wave.


            // Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader.
            // See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing.
            // #pragma instancing_options assumeuniformscaling
            UNITY_INSTANCING_BUFFER_START(Props)
                // put more per-instance properties here
            UNITY_INSTANCING_BUFFER_END(Props)

            void vert(inout appdata_base v) {
                float4 world_space_vertex = mul(unity_ObjectToWorld, v.vertex);
 
                // hardcoded stuff:
                float4 _ModelOrigin = mul(unity_ObjectToWorld, float4(0,0,0,1));
                float4 _ImpactOffset = float4(0.001, 0.001, 0.001, 0);
                float4 _ImpactOrigin = _ModelOrigin + _ImpactOffset;

                float4 direction = normalize(_ModelOrigin - _ImpactOrigin);
                float4 origin = _ImpactOrigin + _ControlTime * _ImpactSpeed * direction;

                //Get the distance in world space from our vertex to the wave origin.
                float dist = distance(world_space_vertex, origin);

                //Adjust our distance to be non-linear.
                dist = pow(dist, _WaveFalloff);

                //Set the max amount a wave can be distorted based on distance.
                dist = max(dist, _MaxWaveDistortion);

                //Convert direction and _ImpactOrigin to model space for later trig magic.
                float4 l_ImpactOrigin = mul(unity_WorldToObject, _ImpactOrigin);
                float4 l_direction = mul(unity_WorldToObject, direction);

                //Magic
                float impactAxis = l_ImpactOrigin + dot((v.vertex - l_ImpactOrigin), l_direction);

                v.vertex.xyz += v.normal * sin(impactAxis * _Frequency + _ControlTime * _WaveSpeed) * _Amplitude * (1 / dist);
            }

            void surf(Input IN, inout SurfaceOutputStandard o) {
                // Albedo comes from a texture tinted by color
                fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;
                o.Albedo = c.rgb;
                // Metallic and smoothness come from slider variables
                o.Metallic = _Metallic;
                o.Smoothness = _Glossiness;
                o.Alpha = c.a;
                o.Emission = c.rgb * tex2D(_MainTex, IN.uv_MainTex).a * _EmissionColor;
                o.Smoothness = _Glossiness;
            }
            ENDCG
        }
            FallBack "Diffuse"
}

注意:如果有任何语法错误,请告诉我;我完成着色器代码已经一分钟了。