# 【Shader练习-卡通火焰】
卡通风格的火焰。
R:外焰
G:内焰
B:透贴
R:噪波1
G:噪波2
Shader "ShaderEffect/Shader/Fire" {
Properties {
_Mask ("R:外焰 G:内焰 B:透贴",2d) = "blue"{}
_Noise ("R:噪波1 G:噪波2",2d) = "gray"{}
_Noise1Params("噪波1 X:大小 Y:流速 Z:强度",vector) = (1.0,0.2,0.2,1.0)
_Noise2Params("噪波2 X:大小 Y:流速 Z:强度",vector) = (1.0,0.2,0.2,1.0)
[HDR] _OutCol("外焰颜色",color) = (1.0,1.0,1.0,1.0)
[HDR] _InnerCol("内焰颜色",color) = (1.0,1.0,1.0,1.0)
}
SubShader {
Tags {
"Queue" = "Transparent" // 调整渲染排序
"RenderType" = "Transparent" // 修改为透明模式
"ForceNoShadowCasting" = "True" // 不捕获阴影
"IgnoreProjector"= "True" // 不响应投射器
}
Pass {
Name "FORWARD"
Tags {
"LightMode"="ForwardBase"
}
Blend SrcAlpha OneMinusSrcAlpha // 修改混合方式 One OneMinusSrcAlpha 或者 SrcAlpha OneMinusSrcAlpha
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#pragma multi_compile_fwdbase_fullshadows
#pragma target 3.0
uniform sampler2D _Mask;
uniform sampler2D _Noise;uniform float4 _Noise_ST;
uniform half3 _Noise1Params;
uniform half3 _Noise2Params;
uniform half3 _OutCol;
uniform half3 _InnerCol;
struct VertexInput {
float4 vertex : POSITION;
float2 uv :TEXCOORD0;// UV信息,采样贴图用
};
struct VertexOutput {
float4 pos : SV_POSITION;
float2 uv0 : TEXCOORD0;// UV信息 采样Mask
float2 uv1 : TEXCOORD1;// UV信息 采样_Noise1
float2 uv2 : TEXCOORD2;// UV信息 采样_Noise2
};
VertexOutput vert (VertexInput v) {
VertexOutput o = (VertexOutput)0;
o.pos = UnityObjectToClipPos( v.vertex );
o.uv0 = v.uv;
// UV向上进行随时间流动
o.uv1 = v.uv * _Noise1Params.x - float2(0.0,frac(_Time.y * _Noise1Params.y));
o.uv2 = v.uv * _Noise2Params.x - float2(0.0,frac(_Time.y * _Noise2Params.y));
return o;
}
float4 frag(VertexOutput i) : COLOR
{
half wrapMask = tex2D(_Mask,i.uv0).b;// 扰动遮罩,下方比较弱,上方比较强
half var_Noise1 = tex2D(_Noise,i.uv1).r;//扰动A噪音
half var_Noise2 = tex2D(_Noise,i.uv2).g;//扰动B噪音
// 扰动噪音 X 扰动强度 X 扰动遮罩
half noise = var_Noise1 * _Noise1Params.z * wrapMask + var_Noise2 * _Noise2Params.z * wrapMask;
float2 wrapUV = i.uv0 - float2(0,noise);
float3 var_Mask = tex2D(_Mask,wrapUV);
// 替换颜色
// 红通道的值换成外焰颜色
// 绿通道的值换成内焰颜色
// 透明通道的Alpha 为 内焰+外焰的值
half3 finalRGB = _OutCol * var_Mask.r + _InnerCol * var_Mask.g;
half alpha = var_Mask.r + var_Mask.g;
return half4(finalRGB.r,finalRGB.g,finalRGB.b,alpha);
}
ENDCG
}
}
FallBack "Diffuse"
}
度盘:https://pan.baidu.com/s/1AMAyMDaoYnLmIXuwNRHMJg?pwd=66a1 (opens new window)