Unity信号干扰shader(参照崩坏3源码翻译剧情对话效果)

本文主要是介绍Unity信号干扰shader(参照崩坏3源码翻译剧情对话效果),希望对大家解决编程问题提供一定的参考价值,需要的开发者们随着小编来一起学习吧!

最近做的项目是二次元,二次元的标杆就是崩坏3,效果真的好

学习崩坏3里面shader最好的方法就是看源码

可以AssetStudio来看资源,因为崩坏3资源是没有加密直接可以看


 

不过shader源码是已经编译好的,其实大概算法都在

我已经研究角色身上的shader,这个有空写博客,用到顶点绘制的工具来填充颜色来处理阴影

这次我参考崩坏里面的信号干扰的shader

之前搞个一个类似信号干扰

https://blog.csdn.net/SnoopyNa2Co3/article/details/84673736

下面效果

我看了一下没有特别的算法,那个噪音的都是经验公式,了解的话可以自行搜索一下

下面是编译过的shader

Shader "miHoYo/UI/Image TV Distortion" {
Properties {
_MainTex ("Sprite Texture", 2D) = "white" { }
_Color ("Tint", Color) = (1,1,1,1)
_StencilComp ("Stencil Comparison", Float) = 8
_Stencil ("Stencil ID", Float) = 0
_StencilOp ("Stencil Operation", Float) = 0
_StencilWriteMask ("Stencil Write Mask", Float) = 255
_StencilReadMask ("Stencil Read Mask", Float) = 255
_ColorMask ("Color Mask", Float) = 15
_BackgroundColor ("Barckground Color (RGBA)", Color) = (0,0,0,1)
_AdjustColor ("Adjust Color (RGB)", Color) = (0,0,0,1)
_DistortionTex ("Distortion Tex (RG)", 2D) = "gray" { }
_DistortionFrequency ("Distortion Frequency", Float) = 1
_DistortionAmplitude ("Distortion Amplitude", Range(0, 1)) = 1
_DistortionAnmSpeed ("Distortion Animation Speed", Float) = 1
_ColorScatterStrength ("Color Scatter Strength", Range(-0.1, 0.1)) = 0.01
_NoiseTex ("Noise Tex (RGB)", 2D) = "black" { }
_NoiseAnmSpeed ("Noise Animation Speed", Float) = 1
_NoiseStrength ("Noise Strength", Float) = 1
_BloomFactor ("Bloom Factor", Float) = 1
[Toggle(RECT_MASK)] _RectMask ("Rect Mask", Float) = 0
_RMRect ("Rect Mask Rect", Vector) = (0,0,1,1)
_RMTransitWidth ("Rect Mask Transit Width", Vector) = (0,0,0,0)
}
SubShader {Tags { "CanUseSpriteAtlas" = "true" "IGNOREPROJECTOR" = "true" "PreviewType" = "Plane" "QUEUE" = "Transparent+1" "RenderType" = "Transparent" }Pass {Tags { "CanUseSpriteAtlas" = "true" "IGNOREPROJECTOR" = "true" "PreviewType" = "Plane" "QUEUE" = "Transparent+1" "RenderType" = "Transparent" }ZClip OffZTest OffZWrite OffCull OffGpuProgramID 59740
Program "vp" {
SubProgram "gles hw_tier00 " {
"#version 100#ifdef VERTEX
attribute vec4 _glesVertex;
attribute vec4 _glesColor;
attribute vec4 _glesMultiTexCoord0;
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
uniform highp vec4 _CosTime;
uniform highp mat4 unity_ObjectToWorld;
uniform highp mat4 unity_MatrixVP;
uniform mediump float _DistortionFrequency;
uniform mediump float _DistortionAnmSpeed;
uniform highp vec4 _NoiseTex_ST;
uniform highp float _NoiseAnmSpeed;
uniform lowp vec4 _Color;
varying lowp vec4 xlv_COLOR;
varying mediump vec2 xlv_TEXCOORD0;
varying mediump vec2 xlv_TEXCOORD1;
varying mediump vec2 xlv_TEXCOORD2;
void main ()
{highp vec2 tmpvar_1;tmpvar_1 = _glesMultiTexCoord0.xy;lowp vec4 tmpvar_2;mediump vec2 tmpvar_3;mediump vec2 tmpvar_4;mediump vec2 tmpvar_5;highp vec4 tmpvar_6;tmpvar_6.w = 1.0;tmpvar_6.xyz = _glesVertex.xyz;tmpvar_3 = tmpvar_1;highp vec2 tmpvar_7;tmpvar_7.x = (_Time.y * _DistortionAnmSpeed);tmpvar_7.y = (_glesMultiTexCoord0.y * _DistortionFrequency);tmpvar_4 = tmpvar_7;tmpvar_5 = ((_glesMultiTexCoord0.xy * _NoiseTex_ST.xy) + _NoiseTex_ST.zw);highp vec3 tmpvar_8;tmpvar_8 = fract((sin((_SinTime.w * vec3(12.9898, 78.233, 45.5432))) * 43758.55));highp vec3 tmpvar_9;tmpvar_9 = fract((sin((_CosTime.x * vec3(12.9898, 78.233, 45.5432))) * 43758.55));tmpvar_5.x = (tmpvar_5.x + ((tmpvar_8.x + tmpvar_9.x) * _NoiseAnmSpeed));highp vec3 tmpvar_10;tmpvar_10 = fract((sin((_SinTime.x * vec3(12.9898, 78.233, 45.5432))) * 43758.55));highp vec3 tmpvar_11;tmpvar_11 = fract((sin((_CosTime.w * vec3(12.9898, 78.233, 45.5432))) * 43758.55));tmpvar_5.y = (tmpvar_5.y + ((tmpvar_10.x + tmpvar_11.x) * _NoiseAnmSpeed));tmpvar_2 = (_glesColor * _Color);gl_Position = (unity_MatrixVP * (unity_ObjectToWorld * tmpvar_6));xlv_COLOR = tmpvar_2;xlv_TEXCOORD0 = tmpvar_3;xlv_TEXCOORD1 = tmpvar_4;xlv_TEXCOORD2 = tmpvar_5;
}#endif
#ifdef FRAGMENT
uniform mediump vec4 _BackgroundColor;
uniform mediump vec3 _AdjustColor;
uniform sampler2D _DistortionTex;
uniform mediump float _DistortionAmplitude;
uniform mediump float _ColorScatterStrength;
uniform sampler2D _NoiseTex;
uniform mediump float _NoiseStrength;
uniform sampler2D _MainTex;
varying lowp vec4 xlv_COLOR;
varying mediump vec2 xlv_TEXCOORD0;
varying mediump vec2 xlv_TEXCOORD1;
varying mediump vec2 xlv_TEXCOORD2;
void main ()
{lowp vec4 tmpvar_1;mediump vec4 color_2;mediump float offset_3;lowp float tmpvar_4;tmpvar_4 = (texture2D (_DistortionTex, xlv_TEXCOORD1) - 0.498).x;offset_3 = tmpvar_4;offset_3 = (offset_3 * _DistortionAmplitude);color_2.yz = vec2(0.0, 0.0);mediump vec2 tmpvar_5;tmpvar_5.y = 0.0;tmpvar_5.x = _ColorScatterStrength;lowp vec4 tmpvar_6;mediump vec2 P_7;P_7 = ((xlv_TEXCOORD0 + offset_3) + tmpvar_5);tmpvar_6 = texture2D (_MainTex, P_7);color_2.xw = tmpvar_6.xw;lowp vec4 tmpvar_8;mediump vec2 P_9;P_9 = (xlv_TEXCOORD0 + offset_3);tmpvar_8 = texture2D (_MainTex, P_9);color_2.yw = (color_2.yw + tmpvar_8.yw);mediump vec2 tmpvar_10;tmpvar_10.y = 0.0;tmpvar_10.x = _ColorScatterStrength;lowp vec4 tmpvar_11;mediump vec2 P_12;P_12 = ((xlv_TEXCOORD0 + offset_3) - tmpvar_10);tmpvar_11 = texture2D (_MainTex, P_12);color_2.zw = (color_2.zw + tmpvar_11.zw);color_2.xyz = (color_2.xyz * xlv_COLOR.xyz);color_2.w = clamp (color_2.w, 0.0, 1.0);mediump vec4 tmpvar_13;if ((color_2.w < 0.5)) {tmpvar_13 = _BackgroundColor;} else {tmpvar_13 = color_2;};color_2.w = tmpvar_13.w;color_2.xyz = (1.0 - ((1.0 - tmpvar_13.xyz) * (1.0 - _AdjustColor)));lowp vec4 tmpvar_14;tmpvar_14 = texture2D (_NoiseTex, xlv_TEXCOORD2);color_2.xyz = (1.0 - ((1.0 - color_2.xyz) * (1.0 - (tmpvar_14 * _NoiseStrength).xyz)));tmpvar_1 = color_2;gl_FragData[0] = tmpvar_1;
}

就不多说如果会shader应该会翻译上面的shader,就直接放出来,里面有一些注释方便学习

下面直接放我根据上面源码实现的unity shader

Shader "Custom/TVDistortion" 
{Properties {_MainTex("Sprite Texture", 2D) = "white" { }_Color("Tint", Color) = (1,1,1,1)_BackgroundColor("Barckground Color (RGBA)", Color) = (0,0,0,1)_AdjustColor("Adjust Color (RGB)", Color) = (0,0,0,1)_DistortionTex("Distortion Tex (RG)", 2D) = "gray" { }_DistortionFrequency("Distortion Frequency", Float) = 1_DistortionAmplitude("Distortion Amplitude", Range(0, 1)) = 1_DistortionAnmSpeed("Distortion Animation Speed", Float) = 1_ColorScatterStrength("Color Scatter Strength", Range(-0.1, 0.1)) = 0.01_NoiseTex("Noise Tex (RGB)", 2D) = "black" { }_NoiseAnmSpeed("Noise Animation Speed", Float) = 1_NoiseStrength("Noise Strength", Float) = 1}SubShader{Pass{ZTest Always Cull Off ZWrite OffCGPROGRAM#pragma vertex vert#pragma fragment frag#pragma target 3.0#pragma multi_compile_fog#include "UnityCG.cginc"struct appdata{float4 vertex : POSITION;float2 uv : TEXCOORD0;};struct v2f{float4 uv : TEXCOORD0;float4 Color : COLOR;float4 Distortion_UV : TEXCOORD1;float4 Noise_UV : TEXCOORD2;UNITY_FOG_COORDS(1)float4 vertex : SV_POSITION;};sampler2D _MainTex;float4 _MainTex_ST;float4 _Color;float4 _BackgroundColor;float4 _AdjustColor;sampler2D _DistortionTex;float _DistortionFrequency;float _DistortionAmplitude;float _DistortionAnmSpeed;float _ColorScatterStrength;sampler2D _NoiseTex;float4 _NoiseTex_ST;float _NoiseAnmSpeed;float _NoiseStrength;v2f vert(appdata v){v2f o;o.uv.xy = v.uv.xy;o.vertex = UnityObjectToClipPos(v.vertex);float4 distortUV;//扭曲图UVdistortUV.x = (_Time.y * _DistortionAnmSpeed);distortUV.y = (v.uv.y * _DistortionFrequency);o.Distortion_UV = distortUV;//噪音图UVfloat2 noiseUV = TRANSFORM_TEX(v.uv, _NoiseTex);float3 noise1 = frac((sin((_SinTime.w * float3(12.9898, 78.233, 45.5432))) * 43758.55));float3 noise2 = frac((sin((_CosTime.x * float3(12.9898, 78.233, 45.5432))) * 43758.55));noiseUV.x = (noiseUV.x + ((noise1.x + noise2.x) * _NoiseAnmSpeed));float3 noise3 = frac((sin((_SinTime.x * float3(12.9898, 78.233, 45.5432))) * 43758.55));float3 noise4 = frac((sin((_CosTime.w * float3(12.9898, 78.233, 45.5432))) * 43758.55));noiseUV.y = (noiseUV.y + ((noise3.x + noise4.x) * _NoiseAnmSpeed));o.Noise_UV = float4(noiseUV, 0, 0);UNITY_TRANSFER_FOG(o, o.vertex);return o;}half4 frag(v2f i) : SV_Target{float4 color;color.yz = float2(0.0, 0.0);//获取扭曲图的偏移位置half offset = (tex2D(_DistortionTex, i.Distortion_UV.xy) - 0.498).x * _DistortionAmplitude;//颜色偏移强度(左右)float2 ColorStrength = float2(_ColorScatterStrength, 0.0);//红色偏移float4 redOffset = tex2D(_MainTex, ((i.uv.xy + offset) + ColorStrength));color.xw = redOffset.xw;//绿色位置不变float4 greenOffset = tex2D(_MainTex, i.uv.xy + offset);color.yw = (color.yw + greenOffset.yw);//蓝色偏移float4 blueOffset = tex2D(_MainTex,(i.uv.xy + offset) - ColorStrength);color.zw = (color.zw + blueOffset.zw);color.w = clamp(color.w, 0.0, 1.0);//如果是半透则使用背景颜色if ((color.w < 0.5)) {color = _BackgroundColor;}//颜色调整color.xyz = (1.0 - ((1.0 - color.xyz) * (1.0 - _AdjustColor)));//噪音图叠加float4 noiseColor;noiseColor = tex2D(_NoiseTex, i.Noise_UV.xy);color.xyz = (1.0 - ((1.0 - color.xyz) * (1.0 -(noiseColor * _NoiseStrength).xyz)));return color;}ENDCG}}FallBack "Diffuse"
}

 

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