【Shader】用两张贴图实现角色模型眨眼动作

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眼睛部分单独作为一个材质球,准备一张睁眼一张闭眼的贴图,在shader中自动切换贴图,实现眨眼效果 

  • cos函数计算眨眼时间周期
  • _Time取余计算眨眼时间周期
Shader "MyShader/ChangeEmoji"
{
    Properties 
    {
        _MainTex ("Open Eye Tex", 2D) = "white" {}
        _TargetTex ("Close Eye Tex", 2D) = "white" {}
        _BlinkSpeed("Blink Speed",float) = 3
        _BlinkRatio("Blink Ratio",float) = 0.05
    }
    SubShader 
	{
        Tags
        {
            //渲染队列
            "Queue" = "Transparent"
            "IgnoreProjector" = "True"
            "RenderType" = "TransparentCutout"
        }
        Pass
        {
            //光照模式
            Tags { "LightMode"="ForwardBase" }

            //关闭深度写入
            ZWrite Off
            Blend SrcAlpha OneMinusSrcAlpha

            CGPROGRAM

            //定义顶点/片元着色器代码
            #pragma vertex vert
            #pragma fragment frag
            //包含内置文件
            #include "Lighting.cginc"

            sampler2D _MainTex;
            float4 _MainTex_ST;
            sampler2D _TargetTex;
            float4 _TargetTex_ST;
            float _BlinkSpeed;
            float _BlinkRatio;

            //定义顶点着色器的输入
            struct a2v 
            {
                float4 vertex : POSITION;
                float3 normal : NORMAL;
                float4 texcoord : TEXCOORD0;
            };
            //定义顶点着色器的输出、片元着色器的输入
            struct v2f 
            {
                float4 pos : SV_POSITION;
                float3 worldNormal : TEXCOORD0;
                float3 worldPos : TEXCOORD1;
		float2 uv : TEXCOORD2;
            };

            v2f vert(a2v v) 
            {
		v2f o;
		o.pos = UnityObjectToClipPos(v.vertex);
		o.worldNormal = UnityObjectToWorldNormal(v.normal);
		o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
                //无论现实哪张贴图,都使用贴图_MainTex的uv坐标
		o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
		return o;
            }

            fixed4 frag(v2f i) : SV_Target 
            {
		//tex2D函数:对纹理进行采样,tex2D(采样的纹理, 纹理坐标)
                //step函数,step(a, x) 等同于 (x >= a) ? 1 : 0

                cos函数计算眨眼时间周期
		//float cosValue = (cos(_Time.y*_BlinkSpeed)+1)*0.5;
                //int stepValue = step(_BlinkRatio,cosValue);
                //return tex2D(_MainTex, i.uv) * stepValue + tex2D(_TargetTex, i.uv) * (1-stepValue);

                //_Time取余计算眨眼时间周期
                //float timer = (_Time.y % _BlinkPeriod)
                int stepValue = step(_BlinkTime,(_Time.y % _BlinkPeriod));
                return tex2D(_MainTex, i.uv) * stepValue + tex2D(_TargetTex, i.uv) * (1-stepValue);
            }

            ENDCG
        }
    }
    FallBack "Diffuse"
}

 


 

上面shader不支持Unity Fog,在原有基础上增加Fog效果,没有其他不同 

完整代码:

Shader "MyShader/ChangeEmoji"
{
    Properties 
    {
        _MainTex ("Open Eye Tex", 2D) = "white" {}
        _TargetTex ("Close Eye Tex", 2D) = "white" {}
	_BlinkPeriod("Blink Period",float) = 3
	_BlinkDuration("Blink Duration",float) = 0.2
    }
    SubShader 
    {
        Tags
        {
            //渲染队列
            "Queue" = "Transparent"
            "IgnoreProjector" = "True"
            "RenderType" = "TransparentCutout"
        }
        Pass
        {
            //光照模式
            Tags { "LightMode"="ForwardBase" }

            //关闭深度写入
            ZWrite Off
            Blend SrcAlpha OneMinusSrcAlpha

            CGPROGRAM

            //定义顶点/片元着色器代码
            #pragma vertex vert
            #pragma fragment frag
            #pragma multi_compile_fog
            #include "UnityCG.cginc"

            sampler2D _MainTex;
            float4 _MainTex_ST;
            sampler2D _TargetTex;
            float4 _TargetTex_ST;
            float _BlinkPeriod;
            float _BlinkDuration;

            //定义顶点着色器的输入
            struct a2v 
            {
		float4 vertex : POSITION;
		float4 texcoord : TEXCOORD0;
            };
            //定义顶点着色器的输出、片元着色器的输入
            struct v2f 
            {
		float2 uv : TEXCOORD0;
                UNITY_FOG_COORDS(1)
		float4 pos : SV_POSITION;
            };

            v2f vert(a2v v) 
            {
		v2f o;
		o.pos = UnityObjectToClipPos(v.vertex);
                //无论现实哪张贴图,都使用贴图_MainTex的uv坐标
		o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
                UNITY_TRANSFER_FOG(o,o.pos);
		return o;
            }

            fixed4 frag(v2f i) : SV_Target 
            {
		//tex2D函数:对纹理进行采样,tex2D(采样的纹理, 纹理坐标)
                //step函数,step(a, x) 等同于 (x >= a) ? 1 : 0

                int stepValue = step(_BlinkDuration,(_Time.y % _BlinkPeriod));
                fixed4 col = tex2D(_MainTex, i.uv) * stepValue + tex2D(_TargetTex, i.uv) * (1-stepValue);
                UNITY_APPLY_FOG(i.fogCoord, col);
                return col;
            }

            ENDCG
        }
    }
    FallBack "Diffuse"
}