URP中原神中人物虚化的效果实现

原神中当相机距离角色很近的时候会表现出如下虚化的效果:

 经过笔者仔细观察,发现其实就是做了个镂空效果,所以开始动手实现,代码如下:

Shader "Unlit/VirtualShader"
{
    Properties
    {
        _MainTex ("Texture", 2D) = "white" {}
        _TilingTex("TileMap",2D) = "white"{}
        _TilingValue("TilingValue",float) = 20
    }
    SubShader
    {
        Tags { "RenderType"="Transparent"}
        LOD 100

        Pass
        {
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            // make fog work
            #pragma multi_compile_fog

            #include "UnityCG.cginc"

            struct appdata
            {
                float4 vertex : POSITION;
                float2 uv : TEXCOORD0;
                float3 normal:NORMAL;
            };

            struct v2f
            {
                float2 uv : TEXCOORD0;
                float4 vertex : SV_POSITION;
                float4 screenPos : TEXCOORD1;
                float3 worldNormal:TEXCOORD2;
            };

            sampler2D _MainTex;
            sampler2D _TilingTex;
            float4 _MainTex_ST;
            float _TilingValue;
            v2f vert (appdata v)
            {
                v2f o;
                o.vertex = UnityObjectToClipPos(v.vertex);
                o.uv = TRANSFORM_TEX(v.uv, _MainTex);
                o.screenPos = ComputeScreenPos(o.vertex);
                o.worldNormal = UnityObjectToWorldNormal(v.normal);
                return o;
            }

            fixed4 frag (v2f i) : SV_Target
            {
                float2 uv = i.screenPos.xy/i.screenPos.w;
                half clipValue = tex2D(_TilingTex,uv*_TilingValue).r-0.5;
                half3 lightDir =  normalize(_WorldSpaceLightPos0.xyz);
                half3 worldNormal = normalize(i.worldNormal);
                clip(clipValue);
                fixed4 col = tex2D(_MainTex, i.uv)*saturate(dot(lightDir,worldNormal));
                return col;
            }
            ENDCG
        }
    }
}

主要思路就是从屏幕空间采样一张tiling的mask,根据mask去做alphatest。效果如下:

 需要扩展自行添加,shader本身也没有什么难度,就不做赘述了。有问题可以评论区见~或者加qq群:104794354

原文地址:https://www.cnblogs.com/shenyibo/p/13680876.html