1.添加了一系列shader

a.镜面反射
   b.水面反射
   c.炸弹冲击波
This commit is contained in:
SAIPO 2021-07-08 22:58:46 +08:00
parent 9a601e72b5
commit 1aac374103
54 changed files with 21419 additions and 44 deletions

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Shader "MySelf/2DBlur"
{
Properties
{
_MainTex("Texture", 2D) = "white" {}
_BlurRadius("BlurRadius", Range(2, 15)) = 2
_TextureSize("TextureSize", Float) = 500
}
SubShader
{
Tags {"Queue" = "Transparent" "IgnoreProjector" = "true" "RenderType" = "Transparent"}
ZWrite Off Blend SrcAlpha OneMinusSrcAlpha Cull Off
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
v2f vert(appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
sampler2D _MainTex;
int _BlurRadius;
float _TextureSize;
float GetGaussWeight(float x, float y, float sigma)
{
float sigma2 = pow(sigma, 2.0f);
float left = 1 / (2 * sigma2 * 3.1415926f);
float right = exp(-(x * x + y * y) / (2 * sigma2));
return left * right;
}
fixed4 GaussBlur(float2 uv)
{
float sigma = (float)_BlurRadius / 3.0f;
float4 col = float4(0, 0, 0, 0);
for (int x = -_BlurRadius; x <= _BlurRadius; ++x)
{
for (int y = -_BlurRadius; y <= _BlurRadius; ++y)
{
float4 color = tex2D(_MainTex, uv + float2(x / _TextureSize, y / _TextureSize));
float weight = GetGaussWeight(x, y, sigma);
col += color * weight;
}
}
return col;
}
fixed4 SimpleBlur(float2 uv)
{
float4 col = float4(0, 0, 0, 0);
for (int x = -_BlurRadius; x <= _BlurRadius; ++x)
{
for (int y = -_BlurRadius; y <= _BlurRadius; ++y)
{
float4 color = tex2D(_MainTex, uv + float2(x / _TextureSize, y / _TextureSize));
col += color;
}
}
col = col / pow(_BlurRadius * 2 + 1, 2.0f);
return col;
}
fixed4 frag(v2f i) : SV_Target
{
float4 col = GaussBlur(i.uv);
//float4 col = SimpleBlur(i.uv);
return col;
}
ENDCG
}
}
FallBack "Diffuse"
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Shader "Unlit/ColorChange"
{
Properties
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_Contrast("Contrast", Float) = 0.5
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
HLSLPROGRAM
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#pragma vertex vert
#pragma fragment frag
struct Attributes
{
float4 positionOS : POSITION;
float3 normalOS : NORMAL;
float2 uv:TEXCOORD0;
};
struct Varyings
{
float4 positionCS : SV_POSITION;
float2 uv:TEXCOORD0;
};
half _Contrast;
sampler2D _MainTex;
float4 _MainTex_ST;
Varyings vert (Attributes v)
{
Varyings o = (Varyings)0;
VertexPositionInputs vertexInput = GetVertexPositionInputs(v.positionOS.xyz);
o.positionCS = vertexInput.positionCS;
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
return o;
}
half4 frag (Varyings i) : SV_Target
{
half4 col = tex2D(_MainTex, i.uv);
half3 avgColor = half3(0.5, 0.5, 0.5);
//对比度
half4 finalCol = 1;
finalCol.rgb = lerp(avgColor, col, _Contrast);
return finalCol;
}
ENDHLSL
}
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using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.Rendering.Universal;
//必须得用到这个namespace
//namespace UnityEngine.Experiemntal.Rendering.Universal
//{
public class MPRendererFeature : ScriptableRendererFeature
{
public enum Target
{
Color,
Texture
}
[System.Serializable]
public class HLSettings
{
public RenderPassEvent renderPassEvent = RenderPassEvent.AfterRenderingSkybox;
public Material mMat;
public Target destination = Target.Color;
//public int blitMaterialPassIndex = -1;
public string textureId = "_ScreenTexture";
//public float contrast = 0.5f;
}
public HLSettings settings = new HLSettings();
RenderTargetHandle m_renderTargetHandle;
MP_RenderPass m_ScriptablePass;
public override void Create()
{
//int passIndex = settings.mMat != null ? settings.mMat.passCount - 1 : 1;
//settings.blitMaterialPassIndex = Mathf.Clamp(settings.blitMaterialPassIndex, -1, passIndex);
m_ScriptablePass = new MP_RenderPass("HLPostEffectRender", settings.renderPassEvent, settings.mMat);//, settings.contrast);
m_renderTargetHandle.Init(settings.textureId);
}
// Here you can inject one or multiple render passes in the renderer.
// This method is called when setting up the renderer once per-camera.
public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData)
{
var src = renderer.cameraColorTarget;
var dest = (settings.destination == Target.Color) ? RenderTargetHandle.CameraTarget : m_renderTargetHandle;
if (settings.mMat == null)//丢失材质
{
return;
}
m_ScriptablePass.Setup(src,dest);
renderer.EnqueuePass(m_ScriptablePass);
}
}
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using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.Rendering.Universal;
//namespace UnityEngine.Experiemntal.Rendering.Universal
//{
public class MP_RenderPass : ScriptableRenderPass
{
public Material mMat;
//使用第几个pass
public int blitShaderPassIndex = 0;
public FilterMode filterMode { get; set; }
private RenderTargetIdentifier source { get; set; }
private RenderTargetHandle destination { get; set; }
RenderTargetHandle m_temporaryColorTexture;
string m_ProfilerTag;//专门给profiler看的名字
public MP_RenderPass(string passname, RenderPassEvent _event, Material _mat)//,float contrast)
{
m_ProfilerTag = passname;
renderPassEvent = _event;
mMat = _mat;
//mMat.SetFloat("_Contrast", contrast);
m_temporaryColorTexture.Init("temporaryColorTexture");
}
public void Setup(RenderTargetIdentifier src, RenderTargetHandle dest)
{
source = src;
destination = dest;
}
public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
{
CommandBuffer cmd = CommandBufferPool.Get(m_ProfilerTag);
RenderTextureDescriptor opaqueDesc = renderingData.cameraData.cameraTargetDescriptor;
opaqueDesc.depthBufferBits = 0;
//不能读写同一个颜色target创建一个临时的render Target去blit
if (destination == RenderTargetHandle.CameraTarget)
{
cmd.GetTemporaryRT(m_temporaryColorTexture.id, opaqueDesc, filterMode);
Blit(cmd, source, m_temporaryColorTexture.Identifier(), mMat, blitShaderPassIndex);
Blit(cmd, m_temporaryColorTexture.Identifier(), source);
}
else
{
Blit(cmd, source, destination.Identifier(), mMat, blitShaderPassIndex);
}
context.ExecuteCommandBuffer(cmd);
CommandBufferPool.Release(cmd);
}
public override void FrameCleanup(CommandBuffer cmd)
{
if (destination == RenderTargetHandle.CameraTarget)
cmd.ReleaseTemporaryRT(m_temporaryColorTexture.id);
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@ -0,0 +1,46 @@
using System.Collections;
using System.Collections.Generic;
using System.Security.Cryptography;
using UnityEngine;
public class BoomShader : MonoBehaviour
{
public Material boomMaterial;//爆炸shader的材质
private Vector2 boomPos;//爆炸坐标
private bool isBoom = false;//是否爆炸
// Start is called before the first frame update
void Start()
{
boomMaterial.SetFloat("WaveSpread_Value",0);
isBoom = true;
Invoke("setBoom",0.5f);
}
// Update is called once per frame
void Update()
{
if (isBoom)
{
UpdateBoom();
}
}
private void UpdateBoom()
{
boomPos = Camera.main.WorldToViewportPoint(new Vector2(transform.position.x, transform.position.y));
boomMaterial.SetVector("Center",boomPos);
boomMaterial.SetFloat("WaveSpread_Value",boomMaterial.GetFloat("WaveSpread_Value")+0.05f);
}
private void setBoom()
{
isBoom = false;
boomMaterial.SetFloat("WaveSpread_Value",0);
Destroy(gameObject);
}
public void SetboomPos(Vector2 pos)
{
this.boomPos = pos;
}
}

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@ -12,6 +12,8 @@ public class Shell : MonoBehaviour
private float fallingTime; private float fallingTime;
private bool isDroping = false; private bool isDroping = false;
private Transform m_shadow; private Transform m_shadow;
public GameObject boomObj;
void Start() void Start()
{ {
indexRecoder = FindObjectOfType<IndexRecoder>(); indexRecoder = FindObjectOfType<IndexRecoder>();
@ -36,6 +38,8 @@ public class Shell : MonoBehaviour
{ {
transform.position -= new Vector3(0,shellSpeed*Time.deltaTime,0); transform.position -= new Vector3(0,shellSpeed*Time.deltaTime,0);
} }
} }
private void ShadowShock() private void ShadowShock()
@ -64,8 +68,10 @@ public class Shell : MonoBehaviour
case "地面": case "地面":
Destroy(m_shadow.gameObject); Destroy(m_shadow.gameObject);
Destroy(gameObject); Destroy(gameObject);
Instantiate(boomObj, new Vector2(transform.position.x, transform.position.y),Quaternion.identity);
break; break;
} }
} }
} }

View File

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