URP下原神中武器消失效果实现

首先上效果图:

 可以分析到两点:1.武器消失是根据模型坐标算的,因为是和模型坐标轴对齐的  2.边缘发光

那么做到这两点就可以了。shader如下:

Shader "Unlit/Display"
{
    Properties
    {
        _MainTex ("Texture", 2D) = "white" {}
        [HDR]_EmissionColor("Color",Color) = (1,1,1,1)
        _DisplayDistance("Distance",Range(0,1)) = 0
        _EmissionWidth("EmissionWidth",Range(0.01,0.5)) = 0.1
    }
    SubShader
    {
        Tags { "RenderType"="Opaque" }
        LOD 100

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

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

            struct v2f
            {
                float2 uv : TEXCOORD0;
                float4 vertex : SV_POSITION;
                float4 positionOS:TEXCOORD1;
                float3 normalWS : TEXCOORD2;
            };

            sampler2D _MainTex;
            float4 _MainTex_ST;
            half4 _EmissionColor;
            half _DisplayDistance;
            half _EmissionWidth;
            v2f vert (appdata v)
            {
                v2f o;
                o.vertex = UnityObjectToClipPos(v.vertex);
                o.uv = TRANSFORM_TEX(v.uv, _MainTex);
                o.positionOS = v.vertex;
                o.normalWS = UnityObjectToWorldNormal(v.normal);
                return o;
            }

            fixed4 frag (v2f i) : SV_Target
            {
                // sample the texture
                fixed4 col = tex2D(_MainTex, i.uv);
                float clipValue = i.positionOS.y+0.5-_DisplayDistance;
                clip(clipValue);
                float emissioEnable = _DisplayDistance>0?1:0;
                float emissionFactor = clipValue<_EmissionWidth?emissioEnable:0;
                //float emissionFactor =  abs(-(clipValue-_EmissionWidth));
                col.rgb += emissionFactor*_EmissionColor;
                return col;
            }
            ENDCG
        }
    }
}

效果如下:

 记得开Bloom,效果才能出的来。

Shader很简单,没什么技术点可说,做个记录吧~

原文地址:https://www.cnblogs.com/shenyibo/p/13713350.html