这个shader可以做慢慢消失的效果,就是消融效果
shader代码
Shader "Kaima/Dissolve/EdgeColor" { Properties { _MainTex ("Texture", 2D) = "white" {} _NoiseTex("Noise", 2D) = "white" {} _Threshold("Threshold", Range(0.0, 1.0)) = 0.5 _EdgeLength("Edge Length", Range(0.0, 0.2)) = 0.1 _EdgeColor("Edge Color", Color) = (1,1,1,1) } SubShader { Tags { "Queue"="Geometry" "RenderType"="Opaque" } Pass { Cull Off //要渲染背面保证效果正确 CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct v2f { float4 vertex : SV_POSITION; float2 uvMainTex : TEXCOORD0; float2 uvNoiseTex : TEXCOORD1; }; sampler2D _MainTex; float4 _MainTex_ST; sampler2D _NoiseTex; float4 _NoiseTex_ST; float _Threshold; float _EdgeLength; fixed4 _EdgeColor; v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uvMainTex = TRANSFORM_TEX(v.uv, _MainTex); o.uvNoiseTex = TRANSFORM_TEX(v.uv, _NoiseTex); return o; } fixed4 frag (v2f i) : SV_Target { //镂空 fixed cutout = tex2D(_NoiseTex, i.uvNoiseTex).r; clip(cutout - _Threshold); //边缘颜色 if(cutout - _Threshold < _EdgeLength) return _EdgeColor; fixed4 col = tex2D(_MainTex, i.uvMainTex); return col; } ENDCG } } }
创建材质球选择这个着色器,最后样子就是这样的
Texture贴物体的图片, Noise贴噪声贴图
Threshold 控制消失或出现(具体实现看需求)
EdgeLength控制噪声贴图的白边(看自己喜好调节)
下面附上一张噪声贴图