【Shader】扭曲能量罩特效


Shader "Custom/ForceField"
{
Properties
{
    _Color("Color", Color) = (0,0,0,0)
    _NoiseTex("NoiseTexture", 2D) = "white" {}
    // 扭曲程度
    _DistortStrength("DistortStrength", Range(0,1)) = 0.2
    // 扭曲频率
    _DistortTimeFactor("DistortTimeFactor", Range(0,1)) = 0.2
    _RimStrength("RimStrength",Range(0, 10)) = 2
    _IntersectPower("IntersectPower", Range(0, 3)) = 2
}

SubShader
{
    ZWrite Off
    Cull Off
    Blend SrcAlpha OneMinusSrcAlpha

    Tags
    {
        "RenderType" = "Transparent"
        "Queue" = "Transparent"
    }

    GrabPass
    {
        "_GrabTempTex"
    }

Pass
{
    CGPROGRAM
#pragma target 3.0
#pragma vertex vert
#pragma fragment frag

#include "UnityCG.cginc"

    struct appdata
{
    float4 vertex : POSITION;
    float2 uv : TEXCOORD0;
    float3 normal : NORMAL;
};

struct v2f
{
    float4 vertex : SV_POSITION;
    float2 uv : TEXCOORD0;
    float4 screenPos : TEXCOORD1;
    float4 grabPos : TEXCOORD2;
    float3 normal : NORMAL;
    float3 viewDir : TEXCOORD3;
};

sampler2D _GrabTempTex;
float4 _GrabTempTex_ST;
sampler2D _NoiseTex;
float4 _NoiseTex_ST;
float _DistortStrength;
float _DistortTimeFactor;
float _RimStrength;
float _IntersectPower;

sampler2D _CameraDepthTexture;

v2f vert(appdata v)
{
    v2f o;
    o.vertex = UnityObjectToClipPos(v.vertex);

    o.grabPos = ComputeGrabScreenPos(o.vertex);

    o.uv = TRANSFORM_TEX(v.uv, _NoiseTex);

    o.screenPos = ComputeScreenPos(o.vertex);

    COMPUTE_EYEDEPTH(o.screenPos.z);

    o.normal = UnityObjectToWorldNormal(v.normal);

    o.viewDir = normalize(UnityWorldSpaceViewDir(mul(unity_ObjectToWorld, v.vertex)));

    return o;
}

fixed4 _Color;


fixed4 frag(v2f i) : SV_Target
{
    //获取已有的深度信息,此时的深度图里没有力场的信息
    //判断相交
    float sceneZ = LinearEyeDepth(SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.screenPos)));
    float partZ = i.screenPos.z;

    float diff = sceneZ - partZ;
    float intersect = (1 - diff) * _IntersectPower;

    //圆环
    float3 viewDir = normalize(UnityWorldSpaceViewDir(mul(unity_ObjectToWorld, i.vertex)));
    float rim = 1 - abs(dot(i.normal, normalize(i.viewDir))) * _RimStrength;
    float glow = max(intersect, rim);

    //扭曲
    float4 offset = tex2D(_NoiseTex, i.uv - _Time.xy * _DistortTimeFactor);
    i.grabPos.xy -= offset.xy * _DistortStrength;
    fixed4 color = tex2Dproj(_GrabTempTex, i.grabPos);

    fixed4 col = _Color * glow + color;
    return col;

}

ENDCG
}
}
}
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