Unity Shader 如何实现火焰特效
发表于2018-06-13
为了让游戏中的角色技能更加多样化,有时候会给角色加一些火焰特效,下面就用给大家分享下shader实现火焰特效的方法。
效果图如下:
火焰效果制作方法
1、C#部分的代码如下:
using UnityEngine; using System.Collections; [ExecuteInEditMode] public class CamRendImage : MonoBehaviour { [SerializeField] private Material m_mat; // Use this for initialization void Start () { } // Update is called once per frame void Update () { } void OnRenderImage(RenderTexture src,RenderTexture dest) { Graphics.Blit (src,dest,m_mat); } void OnMouseDown() { } void OnMouseUp() { }
2、Shader代码如下:
Shader "Unlit/Flame" { Properties{ } CGINCLUDE #include "UnityCG.cginc" #pragma target 3.0 #define vec2 float2 #define vec3 float3 #define vec4 float4 #define mat2 float2x2 #define mat3 float3x3 #define mat4 float4x4 #define iGlobalTime _Time.y #define mod fmod #define mix lerp #define fract frac #define texture2D tex2D #define iResolution _ScreenParams #define gl_FragCoord ((_iParam.scrPos.xy/_iParam.scrPos.w) * _ScreenParams.xy) #define PI2 6.28318530718 #define pi 3.14159265358979 #define halfpi (pi * 0.5) #define oneoverpi (1.0 / pi) vec4 main(in vec2 fragCoord ); struct v2f { float4 pos : SV_POSITION; float4 scrPos : TEXCOORD0; }; v2f vert(appdata_base v) { v2f o; o.pos = mul (UNITY_MATRIX_MVP, v.vertex); o.scrPos = ComputeScreenPos(o.pos); return o; } fixed4 frag(v2f _iParam) : COLOR0 { vec2 fragCoord = gl_FragCoord; return main(gl_FragCoord); } float noise(vec3 p) //Thx to Las^Mercury { vec3 i = floor(p); vec4 a = dot(i, vec3(1., 57., 21.)) + vec4(0., 57., 21., 78.); vec3 f = cos((p-i)*acos(-1.))*(-.5)+.5; a = mix(sin(cos(a)*a),sin(cos(1.+a)*(1.+a)), f.x); a.xy = mix(a.xz, a.yw, f.y); return mix(a.x, a.y, f.z); } float sphere(vec3 p, vec4 spr) { return length(spr.xyz-p) - spr.w; } float flame(vec3 p) { float d = sphere(p*vec3(1.,.5,1.), vec4(.0,-1.,.0,1.)); return d + (noise(p+vec3(.0,iGlobalTime*2.,.0)) + noise(p*3.)*.5)*.25*(p.y) ; } float scene(vec3 p) { return min(100.-length(p) , abs(flame(p)) ); } vec4 raymarch(vec3 org, vec3 dir) { float d = 0.0, glow = 0.0, eps = 0.02; vec3 p = org; bool glowed = false; for(int i=0; i<64; i++) { d = scene(p) + eps; p += d * dir; if( d>eps ) { if(flame(p) < .0) glowed=true; if(glowed) glow = float(i)/64.; } } return vec4(p,glow); } vec4 main(in vec2 fragCoord ) { vec4 fragColor; vec2 v = -1.0 + 2.0 * fragCoord.xy / iResolution.xy; v.x *= iResolution.x/iResolution.y; vec3 org = vec3(0., -2., 4.); vec3 dir = normalize(vec3(v.x*1.6, -v.y, -1.5)); vec4 p = raymarch(org, dir); float glow = p.w; vec4 col = mix(vec4(1.0,0.5,0.1,1.0), vec4(0.1,0.5,1.0,1.0), p.y*0.02+0.4); fragColor = mix(vec4(0,0,0,0), col, pow(glow*2.,4.)); //fragColor = mix(vec4(1.), mix(vec4(1.,.5,.1,1.),vec4(0.1,.5,1.,1.),p.y*.02+.4), pow(glow*2.,4.)); return fragColor; } ENDCG SubShader { Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma fragmentoption ARB_precision_hint_fastest ENDCG } } FallBack Off }
将1中的C#脚本赋给主摄像机,然后将附有2中的Shader的材质赋值给C#脚本中的“m_mat”变量。