Spine溶解效果试做

2023/11 21 14:11
Shader "Spine/Skeleton-Dissolve" {
	Properties{
		_Cutoff("Alpha cutoff", Range(0,1)) = 0.0
		_Color("Color", Color) = (1.000000,1.000000,1.000000,1.000000)
		_Alpha("Alpha ",Range(0,1)) = 1
		_LumV("LumV",Range(0,1)) = 0
		_TintBlackV("TintBlackV",Range(0,1)) = 0
		_TintWhiteV("TintWhiteV", Range(0,1)) = 0
		[NoScaleOffset] _MainTex ("Main Texture", 2D) = "black" {}
		[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 1
		[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
		[HideInInspector][Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default

		// Outline properties are drawn via custom editor.
		[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
		[HideInInspector] _OutlineColor("Outline Color", Color) = (1,1,0,1)
		[HideInInspector] _OutlineReferenceTexWidth("Reference Texture Width", Int) = 1024
		[HideInInspector] _ThresholdEnd("Outline Threshold", Range(0,1)) = 0.25
		[HideInInspector] _OutlineSmoothness("Outline Smoothness", Range(0,1)) = 1.0
		[HideInInspector][MaterialToggle(_USE8NEIGHBOURHOOD_ON)] _Use8Neighbourhood("Sample 8 Neighbours", Float) = 1
		[HideInInspector] _OutlineMipLevel("Outline Mip Level", Range(0,3)) = 0

		_DissolveTexture("溶解纹理", 2D) = "black" {}
		_DissolveSize("纹理缩放", Float) = 10
		_DissolveSpeed("溶解速度", Float) = 10
		_DissolveColor("溶解颜色", Color) = (1.000000,1.000000,1.000000,1.000000)
		_DissolveEdge("溶解边缘宽度", Float) = 3
	}

	SubShader {
		Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" }

		Fog { Mode Off }
		Cull Off
		ZWrite Off
		Lighting Off
		Blend One OneMinusSrcAlpha
		
		Stencil {
			Ref[_StencilRef]
			Comp[_StencilComp]
			Pass Keep
		}

		Pass {
			Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" }
			Name "Normal"
			ColorMask RGBA
			CGPROGRAM
			#pragma shader_feature _ _STRAIGHT_ALPHA_INPUT
			#pragma vertex vert
			#pragma fragment frag
			#include "UnityCG.cginc"
			sampler2D _MainTex;
			sampler2D _DissolveTexture;
			fixed _Cutoff;
			int _GreyScale;
			float4 _Color;
			half _Alpha;
			float _LumV;
			float _TintBlackV;
			float _TintWhiteV;
			float _DissolveSpeed;
			float _DissolveSize;
			float _DissolveEdge;
			float4 _DissolveColor;
				
			struct VertexInput {
				float4 vertex : POSITION;
				float2 uv : TEXCOORD0;
				float4 vertexColor : COLOR;
			};

			struct VertexOutput {
				float4 pos : SV_POSITION;
				float2 uv : TEXCOORD0;
				float4 uv2 : TEXCOORD1;
				float4 vertexColor : COLOR;
			};

			VertexOutput vert (VertexInput v) {
				VertexOutput o;
				o.pos = UnityObjectToClipPos(v.vertex);
				o.uv2 = ComputeScreenPos(o.pos);
				o.uv = v.uv;
				o.vertexColor = v.vertexColor;
				return o;
			}

			float4 frag (VertexOutput i) : SV_Target {
				float4 texColor = tex2D(_MainTex, i.uv);
				texColor.a = lerp(0, texColor.a, _Alpha);

				#if defined(_STRAIGHT_ALPHA_INPUT)
					texColor.rgb *= texColor.a;
				#endif

				float2 disUv = i.uv2.xy / _DissolveSize;
				float4 disCol = tex2D(_DissolveTexture, disUv);

				float ds = _DissolveSpeed / 10;
				float alpha = clamp( (_Time.y % ds) / ds, 0, 1);
				clip(disCol.r - alpha );

				float a = step( disCol.r - alpha, _DissolveEdge / 100);
				texColor.rgb = lerp(texColor.rgb, texColor.rgb * _DissolveColor.rgb, a);

				return texColor;
			}
			ENDCG
		}
	}
	CustomEditor "SpineShaderWithOutlineGUI"
}