unity-shader-example-crack

buildin效果图

urp效果图

Crack.shader

Crack.shader
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Shader "HHF/Example/Crack"
{
Properties
{
_Color("Color",color) = (1,1,1,1)
}

SubShader
{
// 必须需要先渲染
// pass2需要先写入深度,阻挡后面的地面等的深度写入
Tags { "Queue"="Geometry-2" "RenderType" = "Opaque" "IgnoreProjector" = "True" "RenderPipeline" = "UniversalPipeline" }

Pass
{
Tags {"LightMode" = "SRPDefaultUnlit"}
// ZTest Always
// Stencil
// {
// Ref 1
// Comp Equal
// }

HLSLPROGRAM
// Required to compile gles 2.0 with standard srp library
#pragma prefer_hlslcc gles
#pragma exclude_renderers d3d11_9x
#pragma vertex vert
#pragma fragment frag
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"

struct appdata
{
float4 vertex : POSITION;
};

struct v2f
{
float4 positionCS : SV_POSITION;
float4 positionOS : TEXCOORD0;
};

CBUFFER_START(UnityPerMaterial)
half4 _Color;
CBUFFER_END

v2f vert(appdata v)
{
v2f o = (v2f)0;
o.positionCS = TransformObjectToHClip(v.vertex.xyz);
o.positionOS = v.vertex;
return o;
}

half4 frag(v2f i) : SV_Target
{
half4 c;
half mask = abs(i.positionOS.y);
float t = sin(_Time.y) * 0.3 + 0.7;
c = lerp(0, _Color * t, mask);
return c ;
}
ENDHLSL
}

// 该pass主要用来写入深度,不让后面渲染的地面遮挡住自己
Pass
{
Tags {"LightMode" = "UniversalForward"}
// Stencil
// {
// Ref 1
// Comp Never
// Fail Replace
// }

ColorMask 0

HLSLPROGRAM
// Required to compile gles 2.0 with standard srp library
#pragma prefer_hlslcc gles
#pragma exclude_renderers d3d11_9x
#pragma vertex vert
#pragma fragment frag
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"

struct appdata
{
float4 vertex : POSITION;
};

struct v2f
{
float4 positionCS : SV_POSITION;
};

v2f vert(appdata v)
{
v2f o = (v2f)0;
v.vertex.y = 0;
o.positionCS = TransformObjectToHClip(v.vertex.xyz);
return o;
}

half4 frag(v2f i) : SV_Target
{
return 0;
}

ENDHLSL
}
}

SubShader
{
// 必须需要先渲染
// pass2需要先写入深度,阻挡后面的地面等的深度写入
Tags { "Queue"="Geometry-2" "RenderType" = "Opaque" "IgnoreProjector" = "True" }

Pass
{
// ZTest Always
// Stencil
// {
// Ref 1
// Comp Equal
// }

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

struct appdata
{
float4 vertex : POSITION;
};

struct v2f
{
float4 positionCS : SV_POSITION;
float4 positionOS : TEXCOORD0;
};

CBUFFER_START(UnityPerMaterial)
half4 _Color;
CBUFFER_END

v2f vert(appdata v)
{
v2f o = (v2f)0;
o.positionCS = UnityObjectToClipPos(v.vertex);
o.positionOS = v.vertex;
return o;
}

half4 frag(v2f i) : SV_Target
{
half4 c;
half mask = abs(i.positionOS.y);
float t = sin(_Time.y) * 0.3 + 0.7;
c = lerp(0, _Color * t, mask);
return c ;
}
ENDCG
}

// 该pass主要用来写入深度,不让后面渲染的地面遮挡住自己
Pass
{
// Stencil
// {
// Ref 1
// Comp Never
// Fail Replace
// }

ColorMask 0

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


struct appdata
{
float4 vertex : POSITION;
};

struct v2f
{
float4 positionCS : SV_POSITION;
};

v2f vert(appdata v)
{
v2f o = (v2f)0;
v.vertex.y = 0;
o.positionCS = UnityObjectToClipPos(v.vertex.xyz);
return o;
}

half4 frag(v2f i) : SV_Target
{
return 0;
}

ENDCG
}
}
}