unity-shader-tutorial-laser

buildin效果图

urp效果图

Laser.shader

Laser.shader
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Shader "HHF/Tutorial/Laser"
{
Properties
{
_BaseColor("Base Color",color) = (1,1,1,1)
_ReflectionMap("ReflectionMap", CUBE) = "white" {}
[IntRange]_Mip("Mip",range(0,9)) = 7

_NormalMap("NormalMap",2D) = "bump"{}
_NormalScale("NormalScale",range(0,1)) = 1

[Header(LaserColor)]
_Repeat("Repeat",range(0,2)) = 1
_Intensity("Intensity",range(0,1)) = 0.2
_Offset("Offset",float) = 0
}

SubShader
{
Tags { "Queue"="Geometry" "RenderType" = "Opaque" "IgnoreProjector" = "True" "RenderPipeline" = "UniversalPipeline" }

Pass
{
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"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/UnityInstancing.hlsl"

struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
half3 normal : NORMAL;
half4 tangent : TANGENT;
};

struct v2f
{
float4 positionCS : SV_POSITION;
float2 uv : TEXCOORD0;
float3 positionWS : TEXCOORD1;
half3 normalWS : TEXCOORD2;
half3 tangentWS : TEXCOORD3;
half3 bitangentWS : TEXCOORD4;
};

CBUFFER_START(UnityPerMaterial)
half4 _BaseColor;
float4 _NormalMap_ST;
half _Mip;
half _NormalScale;
half _Repeat,_Intensity,_Offset;
CBUFFER_END
TEXTURECUBE (_ReflectionMap);SAMPLER(sampler_ReflectionMap);
TEXTURE2D (_NormalMap);SAMPLER(sampler_NormalMap);

v2f vert(appdata v)
{
v2f o = (v2f)0;

o.positionCS = TransformObjectToHClip(v.vertex.xyz);
o.uv = TRANSFORM_TEX(v.uv, _NormalMap);
o.positionWS = TransformObjectToWorld(v.vertex.xyz);
o.normalWS = TransformObjectToWorldNormal(v.normal.xyz);
o.tangentWS = TransformObjectToWorldDir(v.tangent.xyz);
half sign = v.tangent.w * GetOddNegativeScale();
o.bitangentWS = cross(o.normalWS, o.tangentWS) * sign;
return o;
}

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

half3 normalMap = UnpackNormalScale(SAMPLE_TEXTURE2D(_NormalMap, sampler_NormalMap, i.uv), _NormalScale);
half3 normalWS = mul(normalMap, half3x3(i.tangentWS.xyz, i.bitangentWS.xyz, i.normalWS.xyz));
half3 N = normalize(normalWS);
half3 V = normalize(_WorldSpaceCameraPos - i.positionWS);
float3 R = reflect(-V,N);

half4 baseMap = SAMPLE_TEXTURECUBE_LOD(_ReflectionMap, sampler_ReflectionMap, R, _Mip);
c = baseMap * _BaseColor;

half ud = dot(i.bitangentWS.xyz, V);
half rl = dot(i.tangentWS.xyz, V);
half taichi = rl - ud;
taichi -= max(normalMap.x, normalMap.y) + _Offset;
half3 taichiColor = cos(taichi * half3(25, 30, 35) * _Repeat);
taichiColor = saturate(taichiColor * _Intensity);
c.rgb += taichiColor;

return c;
}
ENDHLSL
}
}

SubShader
{
Tags { "Queue"="Geometry" }

Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag

#include "UnityCG.cginc"
#include "Lighting.cginc"
#include "AutoLight.cginc"

struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
half3 normal : NORMAL;
half4 tangent : TANGENT;
};

struct v2f
{
float4 positionCS : SV_POSITION;
float2 uv : TEXCOORD0;
float3 positionWS : TEXCOORD1;
half3 normalWS : TEXCOORD2;
half3 tangentWS : TEXCOORD3;
half3 bitangentWS : TEXCOORD4;
};

half4 _BaseColor;
sampler2D _NormalMap; float4 _NormalMap_ST;
samplerCUBE _ReflectionMap;
half _Mip;
half _NormalScale;
half _Repeat,_Intensity,_Offset;

v2f vert(appdata v)
{
v2f o = (v2f)0;

o.positionCS = UnityObjectToClipPos(v.vertex.xyz);
o.uv = TRANSFORM_TEX(v.uv, _NormalMap);
o.positionWS = mul(UNITY_MATRIX_M, v.vertex);
o.normalWS = UnityObjectToWorldNormal(v.normal);
o.tangentWS = UnityObjectToWorldDir(v.tangent.xyz);
half sign = v.tangent.w * unity_WorldTransformParams.w;
o.bitangentWS = cross(o.normalWS, o.tangentWS) * sign;
return o;
}

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

// half3 normalMap = UnpackScaleNormal(tex2D(_NormalMap, i.uv), _NormalScale);
half3 normalMap = UnpackNormal(tex2D(_NormalMap, i.uv));
normalMap.xy *= _NormalScale;

half3 normalWS = mul(normalMap, half3x3(i.tangentWS.xyz, i.bitangentWS.xyz, i.normalWS.xyz));
half3 N = normalize(normalWS);
half3 V = normalize(_WorldSpaceCameraPos - i.positionWS);
float3 R = reflect(-V,N);

half4 rUVMipMap = half4(R, _Mip);
half4 baseMap = texCUBElod(_ReflectionMap, rUVMipMap);
c = baseMap * _BaseColor;

half ud = dot(i.bitangentWS.xyz, V);
half rl = dot(i.tangentWS.xyz, V);
half taichi = rl - ud;
taichi -= max(normalMap.x, normalMap.y) + _Offset;
half3 taichiColor = cos(taichi * half3(25, 30, 35) * _Repeat);
taichiColor = saturate(taichiColor * _Intensity);
c.rgb += taichiColor;

return c;
}

ENDCG
}
}

}