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。
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。