我觉得不是很完美,但意思多半是这个意思,主要是对SimpleNoise,以及通过 取反,subtract等方法得出一个变换的UV区域
shader代码
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_NoiseSpeed("噪声纹理移动的速度",Vector)=(-0.5,0,0,0)
_NoiseScale("噪声纹理板块的大小",float)=35
_MainTexSpeed("主纹理移动的速度",Vector)= (-0.5,0,0,0)
[HDR] MainColor("拖尾的颜色",color)=(1,1,1,1)
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
// make fog work
#pragma multi_compile_fog
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
UNITY_FOG_COORDS(1)
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _MainTex_ST;
float4 _NoiseSpeed;
float _NoiseScale;
float4 MainColor;
float4 _MainTexSpeed;
inline float unity_noise_randomValue(float2 uv)
{
return frac(sin(dot(uv, float2(12.9898, 78.233))) * 43758.5453);
}
inline float unity_noise_interpolate(float a, float b, float t)
{
return (1.0 - t) * a + (t * b);
}
inline float unity_valueNoise(float2 uv)
{
float2 i = floor(uv);
float2 f = frac(uv);
f = f * f * (3.0 - 2.0 * f);
uv = abs(frac(uv) - 0.5);
float2 c0 = i + float2(0.0, 0.0);
float2 c1 = i + float2(1.0, 0.0);
float2 c2 = i + float2(0.0, 1.0);
float2 c3 = i + float2(1.0, 1.0);
float r0 = unity_noise_randomValue(c0);
float r1 = unity_noise_randomValue(c1);
float r2 = unity_noise_randomValue(c2);
float r3 = unity_noise_randomValue(c3);
float bottomOfGrid = unity_noise_interpolate(r0, r1, f.x);
float topOfGrid = unity_noise_interpolate(r2, r3, f.x);
float t = unity_noise_interpolate(bottomOfGrid, topOfGrid, f.y);
return t;
}
float Unity_SimpleNoise_float(float2 UV, float Scale)
{
float t = 0.0;
float freq = pow(2.0, float(0));
float amp = pow(0.5, float(3 - 0));
t += unity_valueNoise(float2(UV.x * Scale / freq, UV.y * Scale / freq)) * amp;
freq = pow(2.0, float(1));
amp = pow(0.5, float(3 - 1));
t += unity_valueNoise(float2(UV.x * Scale / freq, UV.y * Scale / freq)) * amp;
freq = pow(2.0, float(2));
amp = pow(0.5, float(3 - 2));
t += unity_valueNoise(float2(UV.x * Scale / freq, UV.y * Scale / freq)) * amp;
return t;
}
float Ret(float a)
{
return a <= 0.2 ? -1 : 0;
}
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
return o;
}
fixed4 frag(v2f i) : SV_Target
{
// 噪声纹理输出一个Float值 UV偏离缩放 噪声纹理板块密集度
float Noisenum= Unity_SimpleNoise_float((i.uv + (_Time.y * _NoiseSpeed.xy)),_NoiseScale);
//UV纹理中取R值
float uvr = i.uv[0];
//最终得到一个渐变区域,可显示区域以左右为界,黑白不规则渐变
float NoiCol = (Noisenum + (1 - uvr)) - uvr;
//主纹理的偏移
float2 Mainuv = i.uv + (_Time.y * _MainTexSpeed.xy);
fixed4 col = tex2D(_MainTex, Mainuv);
fixed4 finalcol = col * NoiCol;
clip(Ret(finalcol.r + finalcol.g + finalcol.b));
return col+ MainColor;
}
ENDCG
}
}