[官网基础](file:///Volumes/Applications/Applications/Unity5.3.6/Unity.app/Contents/Documentation/en/Manual/SL-Properties.html)
[Surface Shader Examples](file:///Volumes/Applications/Applications/Unity5.3.6/Unity.app/Contents/Documentation/en/Manual/SL-SurfaceShaders.html)
透明部分:丢弃像素
不规则:贴图模拟
贴图采样
Shader "Custom/溶解" {
Properties {
_Color ("Color", Color) = (1,1,1,1)
_MainTex ("Albedo (RGB)", 2D) = "white" {}
//调节溶解像素范围
_Step("Step", Range(0,1)) = 0.5
//不规则纹理
_dissolveTex ("Dissolve (RGB)", 2D) = "white" {}
//溶解边缘颜色
_dissColor ("dissColor", Color) = (1,1,1,1)
//调节边缘颜色区域
_Value("Value", Range(0,1)) = 0.5
//边缘颜色强度
_Inde("Inde", Range(0,1)) = 0.05
_Glossiness ("Smoothness", Range(0,1)) = 0.5
_Metallic ("Metallic", Range(0,1)) = 0.0
}
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 _dissolveTex;
float _Step;
float _Value;
float _Inde;
struct Input {
float2 uv_MainTex;
};
half _Glossiness;
half _Metallic;
fixed4 _Color;
void surf (Input IN, inout SurfaceOutputStandard o) {
fixed4 c = tex2D (_MainTex, IN.uv_MainTex);
//采样噪音
fixed4 d = tex2D (_dissolveTex, IN.uv_MainTex);
//变量保存噪音 减去0 - 1 范围结果
float mask = d.r - _Step;
//边缘颜色 渐变就是 边缘为0,因为小于0的clip去掉像素了,所以边缘到其他 会增长直到1
//所以根据mask值作为渐变强度来计算
//先判断哪个范围 需要边缘颜色
if(mask < _Value){
//溶解后剩余整体颜色
c = c * _Color;
// c = c * 1.0 / mask;
c = c * _Inde / mask;
}
//clip函数 完成丢弃像素过程,小于0就会丢弃像素,造成镂空溶解的样子,白色就会>多少,颜色越深就会镂空
clip(mask);
o.Albedo = c.rgb;
// Metallic and smoothness come from slider variables
o.Metallic = _Metallic;
o.Smoothness = _Glossiness;
o.Alpha = c.a;
}
ENDCG
}
FallBack "Diffuse"
}