unity-shader-example-ghostCharacter

buildin效果图

urp效果图

GhostCharacter.shader

GhostCharacter.shader
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
Shader "HHF/Example/GhostCharacter"
{
Properties
{
_FresnelColor("Fresnel Color", Color) = (1, 1, 1, 1)
_Fresnel("Fade(X) Intensity(Y) Fill(Z) Offset(W)", vector) = (4, 1, 1, 0)
}

SubShader
{
Tags
{
"RenderPipeline" = "UniversalPipeline"
"Queue"="Transparent"
"RenderType"="Transparent"
}

Pass
{
Tags
{
"LightMode" = "SRPDefaultUnlit"
}

ZWrite On
ColorMask 0
}

Pass
{
Tags
{
"LightMode" = "UniversalForward"
}

Blend One OneMinusSrcAlpha
ZWrite Off

HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag

//Include
#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"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"

struct appdata
{
float4 vertex:POSITION;
half3 normal:NORMAL;
};

struct v2f
{
float4 positionCS:SV_POSITION;
half3 normalWS:TEXCOORD;
float3 positionWS:TEXCOORD1;
float4 positionOS:TEXCOORD2;
};

CBUFFER_START(UnityPerMaterial)
half4 _Fresnel;
half4 _FresnelColor;
CBUFFER_END

v2f vert (appdata v)
{
v2f o = (v2f)0;
o.positionOS = v.vertex;

o.positionCS = TransformObjectToHClip(v.vertex.xyz);
o.normalWS = TransformObjectToWorldNormal(v.normal.xyz);
o.positionWS = TransformObjectToWorld(v.vertex.xyz);
return o;
}

half4 frag (v2f i) : SV_Target
{
half4 c = 0;

// 菲涅尔
half3 N = normalize(i.normalWS);
half3 V = normalize(_WorldSpaceCameraPos - i.positionWS);
half dotNV = 1 - saturate(dot(N, V));
half4 fresnel = pow(dotNV,_Fresnel.x) * _Fresnel.y * _FresnelColor;

// 遮罩计算
half mask = saturate(i.positionOS.y + _Fresnel.w + i.positionOS.z);

fresnel = lerp(fresnel,_FresnelColor * mask, mask * _Fresnel.z);
c = fresnel * mask;

return c;
}
ENDHLSL
}
}

SubShader
{
Tags
{
"Queue"="Transparent"
"RenderType"="Transparent"
}

Pass
{
ZWrite On
ColorMask 0
}

Pass
{
Blend One OneMinusSrcAlpha
ZWrite Off

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

struct appdata
{
float4 vertex:POSITION;
half3 normal:NORMAL;
};

struct v2f
{
float4 positionCS:SV_POSITION;
half3 normalWS:TEXCOORD;
float3 positionWS:TEXCOORD1;
float4 positionOS:TEXCOORD2;
};

half4 _Fresnel;
half4 _FresnelColor;

v2f vert (appdata v)
{
v2f o = (v2f)0;
o.positionOS = v.vertex;

o.positionCS = UnityObjectToClipPos(v.vertex);
o.normalWS = UnityObjectToWorldNormal(v.normal);
o.positionWS = mul(unity_ObjectToWorld, v.vertex);
return o;
}

half4 frag (v2f i) : SV_Target
{
half4 c = 0;

// 菲涅尔
half3 N = normalize(i.normalWS);
half3 V = normalize(_WorldSpaceCameraPos - i.positionWS);
half dotNV = 1 - saturate(dot(N, V));
half4 fresnel = pow(dotNV, _Fresnel.x) * _Fresnel.y * _FresnelColor;
// return fresnel;

// 遮罩计算
half mask = saturate(i.positionOS.z + i.positionOS.y + _Fresnel.w);
//return mask;

fresnel = lerp(fresnel, _FresnelColor * mask, mask * _Fresnel.z);
c = fresnel * mask;

return c;
}
ENDCG
}


}
}