Unity Shader Graph(二)Dissolve Effect


此篇文章記錄Dissolve Effect(溶解特效)的制作過程

軟件環境

Unity 2018.1.2f1

Packages: Lightweight Render Pipeline 1.1.11

Dissolve Effect最終效果

創建工程及初始設定

New Project & New Scene;

創建Lightweight Pipeline Asset,打開Vertex Lighting與HDR,關聯到Graphics Settings當中;

在場景中放置Monkey Model,創建默認材質Default,Albedo = (25, 25, 25, 0)

攝像機Clear Flags設置為Solid Color = (80, 80, 80, 0), FOV = 40;

Player Settings的Color Space = Linear;

初始設定預覽

溶解特效

使用Simple Noise結點生成隨機Alpha貼圖,AlphaClipThreshold與Alpha一起控制片段的顯示或隱藏:當片段的Alpha < AlphaClipThreshold時,此片段將被丟棄,即隱藏不顯示出來。

Dissolve Shader Graph

溶解特效預覽

溶解邊緣發光特效

使用Step結點將Alpha貼圖轉換為黑白分明的貼圖,黑白貼圖與Color相乘后輸入到Emission;

Step Node: Returns 1 if the value of input In is greater than or equal to the value of input Edge, otherwise returns 0.

邊緣發光特效Shader Graph

邊緣發光特效預覽

Post Processing Effects

選中Main Camera,添加組件Post Process Layer(Layer = PostPorcessing);

Post Process Layer

創建Post-process Volume(GameObject -> 3D Object -> Post-process Volume),設置Layer = PostProcessing,Blend Distance = 1。調整Volume大小,將Monkey Model包含在內部;

Post-process Volume

新建Post-processing Profile:

  a) Add effect: Color Grading(Mode = ACES)

  b) Add effect: Bloom(Intensity = 2, Threshold = 1)

Post-processing Profile

添加后期處理特效后,最終效果如下圖

 


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