融合、融球效果shader,重点在等势面公式上
Shader "Custom/MetaballsShader"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_Color("Color",Color) = (1,1,1,1)
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
// make fog work
#pragma multi_compile_fog
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
UNITY_FOG_COORDS(1)
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _MainTex_ST;
float4 _Color;
//等势面公式
float energy(float r, float2 point1, float2 point2) {
return (r * r) / ((point1.x - point2.x) * (point1.x - point2.x) + (point1.y - point2.y) * (point1.y - point2.y));
}
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
UNITY_TRANSFER_FOG(o,o.vertex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
float4 color = tex2D(_MainTex, i.uv);
float2 center = float2(0.5,0.5);
float fragEnergy = energy(0.1, i.uv.xy, float2(0.5, 0.5));
fragEnergy += energy(0.1, i.uv.xy, lerp(float2(0.2, 0.2), center,sin(_Time.y)));
fragEnergy += energy(0.1, i.uv.xy, lerp(float2(0.8, 0.8), center,sin(_Time.y)));
fragEnergy += energy(0.1, i.uv.xy, lerp(float2(0.2, 0.8), center,sin(_Time.y)));
fragEnergy += energy(0.1, i.uv.xy, lerp(float2(0.8, 0.2), center,sin(_Time.y)));
color = smoothstep(0.95, 1.0, fragEnergy) * _Color;
// apply fog
//UNITY_APPLY_FOG(i.fogCoord, col);
return color;
}
ENDCG
}
}
}