unity-shader-dissolve

CharacterDissolve

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Shader "Custom/CharacterDissolve"
{
Properties
{
[Header(Base)]
[NoScaleOffset]_MainTex("MainTex",2D) = "white"{}
_Color ("Color",Color) = (0,0,0,0)

[Space(10)]
[Header(Dissolve)]
_DissolveTex("DissolveTex(R)",2D) = "white"{}
[NoScaleOffset]_DissolveRampTex("DissolveRampTex(RGB)",2D)= "white"{}
_DissolveIntensity("DissolveIntensity", Range(0.01, 1)) = 0.1
_DissolveThreshold("DissolveThreshold",Range(-0.1, 1)) = -0.1
}

SubShader
{
Tags { "RenderType"="Opaque" }

pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"

sampler2D _MainTex;
fixed4 _Color;
sampler2D _DissolveTex;float4 _DissolveTex_ST;
sampler _DissolveRampTex;
fixed _DissolveIntensity;
fixed _DissolveThreshold;

struct appdata
{
float4 vertex :POSITION;
float4 uv :TEXCOORD;
};

struct v2f
{
float4 pos :SV_POSITION;
float4 uv :TEXCOORD;
float4 worldPos:TEXCOORD1;
};

v2f vert(appdata v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv.xy = v.uv.xy;
o.uv.zw = TRANSFORM_TEX(v.uv, _DissolveTex);
o.worldPos = mul(unity_ObjectToWorld, v.vertex);

return o;
}

fixed4 frag(v2f i) : SV_TARGET
{
fixed4 outColor;
fixed4 tex = tex2D(_MainTex, i.uv.xy);
outColor = tex * _Color;

// 采样消融系数
fixed4 dissolveTex = tex2D(_DissolveTex, i.uv.zw);
fixed dissolveFac = dissolveTex.r - _DissolveThreshold;

// 完全消融就剔除
clip(dissolveFac);

// 采样消融颜色
fixed dissolveValue = saturate(dissolveFac / _DissolveIntensity);
fixed4 rampTex = tex1D(_DissolveRampTex, dissolveValue);

// 消融颜色处理,有消融的时候就用消融,否则用图片颜色
// 颜色 + 或 *,会导致颜色奇怪,覆盖效果好
outColor.rgb = lerp(outColor.rgb, rampTex.rgb, step(0.01, rampTex.r));

return outColor;
}

ENDCG
}
}

Fallback "Legacy Shaders/VertexLit"
}

消融效果图