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本片shader實(shí)現(xiàn)的效果是模型腐蝕消失,且腐蝕的邊緣大小可以調(diào)、顏色可調(diào)。效果圖如下:
設(shè)置面板如下:
使用時(shí)需要給ClipMask參數(shù)給一張?jiān)朦c(diǎn)圖,設(shè)置合適的cliplinesize和cliplinecolor,然后調(diào)整clipalpha就可以了。
原理是通過獲取噪點(diǎn)圖上對(duì)應(yīng)的顏色,轉(zhuǎn)換成灰度,然后用灰度與clipalpha對(duì)比,如果大于則被剪裁掉。
shader實(shí)現(xiàn)如下:
Shader "XM/CorrosionEffect" { 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 _ClipMaskTex ("Clip Mask", 2D) = "white" {} _ClipGray ("Clip Alpha", Range(0.0,1.0)) = 0.0 _ClipLineSize ("Clip Line Size", Range(0,1)) = 0.0 _ClipLineColor("Clip Line Color", Color) = (1,1,1,1) } SubShader { Tags { "RenderType"="Opaque" } LOD 200 CGPROGRAM // Physically based Standard lighting model, and enable shadows on all light types #pragma surface surf Standard fullforwardshadows // Use shader model 3.0 target, to get nicer looking lighting #pragma target 3.0 sampler2D _MainTex; sampler2D _ClipMaskTex; struct Input { float2 uv_MainTex; }; half _Glossiness; half _Metallic; fixed4 _Color; fixed _ClipGray; fixed _ClipLineSize; fixed4 _ClipLineColor; void surf (Input IN, inout SurfaceOutputStandard o) { fixed4 m = tex2D (_ClipMaskTex, IN.uv_MainTex); fixed gray = Luminance(m.rgb); if(gray >= _ClipGray) { clip(-1); } fixed4 c; if(gray >= _ClipGray - _ClipLineSize) { c = _ClipLineColor; } else { // Albedo comes from a texture tinted by color 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; } ENDCG } FallBack "Diffuse" }
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