案例 18.10X 光扫描线进阶
目标:一道水平光带从下往上扫过场景里的物体,光带下方紧跟着一段“X 光”样式的拖尾:暗色底、亮轮廓、世界空间网格线;拖尾之后物体恢复正常。
原理:世界高度上的两条带
令 d = 扫描高度 − 世界 y。扫描线是 |d| 很小的一条带,用指数衰减 exp(−|d| / width) 得到一条两侧柔和的亮线;拖尾是 0 < d < 拖尾长度的一段,1 − d / length 从前沿的 1 降到末端的 0。两者都只依赖世界坐标,所以场景里所有使用这个材质的物体会被同一道光扫过——前提是它们的扫描高度相同。
屏幕空间等宽的网格线
X 光样式里的网格线是世界坐标的整数线:abs(frac(g − 0.5) − 0.5) 是点到最近整数的距离。问题是“多近算在线上”:用固定阈值,近处的线很粗、远处的线细到消失并产生闪烁。正确的做法是用 fwidth(g)——它是 g 在相邻像素间的变化量,也就是“一个像素对应多少个 g 单位”。用距离除以 fwidth,就把距离换算成了像素数,线宽在屏幕上恒定约 1 像素,远近一致,几乎没有锯齿。
// 世界空间网格线:三个轴各算一次“离最近整格线有多近”,用 fwidth 保持线宽恒定为约 1 像素以上 half WorldGrid(float3 p, float density) { float3 g = p * density; float3 dist = abs(frac(g - 0.5) - 0.5); // 到最近整数的距离 float3 w = fwidth(g) * 1.2; float3 lines = 1.0 - saturate(dist / max(w, 1e-4)); return max(lines.x, max(lines.y, lines.z)); }
// 世界空间网格线:三个轴各算一次“离最近整格线有多近”,用 fwidth 保持线宽恒定为约 1 像素以上 float WorldGrid(vec3 p, float density) { vec3 g = p * density; vec3 dist = abs(fract(g - 0.5) - 0.5); // 到最近整数的距离 vec3 w = fwidth(g) * 1.2; vec3 lines = 1.0 - saturate(dist / max(w, vec3(1e-4))); return max(lines.x, max(lines.y, lines.z)); }
half4 frag(Varyings i) : SV_Target { half3 normalWS = normalize(i.normalWS); half3 viewWS = GetWorldSpaceNormalizeViewDir(i.positionWS); half3 lit = SimpleLighting(_BaseColor.rgb, i.positionWS, normalWS, _Smoothness); float d = _ScanHeight - i.positionWS.y; // > 0:在扫描线下方(已经被扫过) half scanLine = exp(-abs(d) / _ScanWidth); // 前沿亮线,指数衰减 half trail = (d > 0.0) ? saturate(1.0 - d / max(_TrailLength, 1e-4)) : 0.0h; // X 光样式:暗底 + 轮廓 + 网格 half rim = FresnelRim(normalWS, viewWS, 2.0h); half grid = WorldGrid(i.positionWS, _GridDensity); half3 xray = _XRayTint.rgb + _ScanColor.rgb * (rim * 0.8h + grid * 0.5h); // 拖尾越靠近前沿越“X 光”,远处渐渐恢复正常着色 half3 color = lerp(lit, xray, smoothstep(0.0h, 0.35h, trail)); color += _ScanColor.rgb * scanLine * 2.0h; return half4(color, 1); }
void main() { vec3 N = normalize(normalWS); vec3 viewWS = GetWorldSpaceNormalizeViewDir(positionWS); vec3 lit = SimpleLighting(_BaseColor.rgb, positionWS, N, _Smoothness); float d = _ScanHeight - positionWS.y; // > 0:在扫描线下方(已经被扫过) float scanLine = exp(-abs(d) / _ScanWidth); // 前沿亮线,指数衰减 float trail = (d > 0.0) ? saturate(1.0 - d / max(_TrailLength, 1e-4)) : 0.0; // X 光样式:暗底 + 轮廓 + 网格 float rim = FresnelRim(N, viewWS, 2.0); float grid = WorldGrid(positionWS, _GridDensity); vec3 xray = _XRayTint.rgb + _ScanColor.rgb * (rim * 0.8 + grid * 0.5); // 拖尾越靠近前沿越“X 光”,远处渐渐恢复正常着色 vec3 color = mix(lit, xray, smoothstep(0.0, 0.35, trail)); color += _ScanColor.rgb * scanLine * 2.0; fragColor = vec4(color, 1.0); }
完整 Shader:
// 案例 18.10:X 光扫描线。一道水平光带沿世界 Y 扫过物体,光带后方的“拖尾”区域变成 X 光样式: // 暗色底 + 菲涅尔轮廓 + 世界空间网格线。全部基于世界坐标,多个物体共用一个扫描高度就能连成一片。 Shader "Cookbook/Ch18/ScanLine" { Properties { [MainColor] _BaseColor ("Base Color", Color) = (0.7,0.7,0.7,1) _Smoothness ("Smoothness", Range(0,1)) = 0.4 [HDR] _ScanColor ("Scan Color", Color) = (0.3,1.6,1.2,1) _ScanHeight ("Scan Height (World Y)", Float) = 1 _ScanWidth ("Scan Line Width (m)", Range(0.005,0.3)) = 0.03 _TrailLength ("Trail Length (m)", Range(0,3)) = 0.8 _GridDensity ("Grid Lines per Meter", Float) = 10 _XRayTint ("X-Ray Base", Color) = (0.02,0.06,0.08,1) } SubShader { Tags { "RenderType"="Opaque" "Queue"="Geometry" "RenderPipeline"="UniversalPipeline" } HLSLINCLUDE #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" CBUFFER_START(UnityPerMaterial) half4 _BaseColor; half _Smoothness; half4 _ScanColor; float _ScanHeight; half _ScanWidth; half _TrailLength; float _GridDensity; half4 _XRayTint; CBUFFER_END ENDHLSL Pass { Name "ForwardLit" Tags { "LightMode"="UniversalForward" } HLSLPROGRAM #pragma vertex vert #pragma fragment frag #pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN #pragma multi_compile_fragment _ _SHADOWS_SOFT _SHADOWS_SOFT_LOW _SHADOWS_SOFT_MEDIUM _SHADOWS_SOFT_HIGH #pragma multi_compile _ _FORWARD_PLUS #include "Assets/Cookbook/Ch18/Ch18Common.hlsl" struct Attributes { float4 positionOS : POSITION; float3 normalOS : NORMAL; }; struct Varyings { float4 positionCS : SV_POSITION; float3 positionWS : TEXCOORD0; half3 normalWS : TEXCOORD1; }; Varyings vert(Attributes v) { Varyings o; o.positionWS = TransformObjectToWorld(v.positionOS.xyz); o.positionCS = TransformWorldToHClip(o.positionWS); o.normalWS = TransformObjectToWorldNormal(v.normalOS); return o; } // 世界空间网格线:三个轴各算一次“离最近整格线有多近”,用 fwidth 保持线宽恒定为约 1 像素以上 half WorldGrid(float3 p, float density) { float3 g = p * density; float3 dist = abs(frac(g - 0.5) - 0.5); // 到最近整数的距离 float3 w = fwidth(g) * 1.2; float3 lines = 1.0 - saturate(dist / max(w, 1e-4)); return max(lines.x, max(lines.y, lines.z)); } half4 frag(Varyings i) : SV_Target { half3 normalWS = normalize(i.normalWS); half3 viewWS = GetWorldSpaceNormalizeViewDir(i.positionWS); half3 lit = SimpleLighting(_BaseColor.rgb, i.positionWS, normalWS, _Smoothness); float d = _ScanHeight - i.positionWS.y; // > 0:在扫描线下方(已经被扫过) half scanLine = exp(-abs(d) / _ScanWidth); // 前沿亮线,指数衰减 half trail = (d > 0.0) ? saturate(1.0 - d / max(_TrailLength, 1e-4)) : 0.0h; // X 光样式:暗底 + 轮廓 + 网格 half rim = FresnelRim(normalWS, viewWS, 2.0h); half grid = WorldGrid(i.positionWS, _GridDensity); half3 xray = _XRayTint.rgb + _ScanColor.rgb * (rim * 0.8h + grid * 0.5h); // 拖尾越靠近前沿越“X 光”,远处渐渐恢复正常着色 half3 color = lerp(lit, xray, smoothstep(0.0h, 0.35h, trail)); color += _ScanColor.rgb * scanLine * 2.0h; return half4(color, 1); } ENDHLSL } Pass { Name "ShadowCaster" Tags { "LightMode"="ShadowCaster" } ZWrite On ZTest LEqual ColorMask 0 HLSLPROGRAM #pragma vertex ShadowVert #pragma fragment ShadowFrag #pragma multi_compile_vertex _ _CASTING_PUNCTUAL_LIGHT_SHADOW #include "Assets/Cookbook/Ch18/Ch18ShadowPass.hlsl" ENDHLSL } Pass { Name "DepthOnly" Tags { "LightMode"="DepthOnly" } ZWrite On ColorMask R HLSLPROGRAM #pragma vertex DepthVert #pragma fragment DepthFrag #include "Assets/Cookbook/Ch18/Ch18ShadowPass.hlsl" ENDHLSL } } }
// 案例 18.10:X 光扫描线。一道水平光带沿世界 Y 扫过物体,光带后方的“拖尾”区域变成 X 光样式: // 暗色底 + 菲涅尔轮廓 + 世界空间网格线。全部基于世界坐标,多个物体共用一个扫描高度就能连成一片。 // (GLSL 版,对应 Ch18/ScanLine.shader) Shader "Cookbook/Ch18/ScanLine" { SubShader { Tags { "RenderType"="Opaque" "Queue"="Geometry" "RenderPipeline"="UniversalPipeline" } GLSLINCLUDE uniform vec4 _BaseColor; uniform float _Smoothness; uniform vec4 _ScanColor; uniform float _ScanHeight; uniform float _ScanWidth; uniform float _TrailLength; uniform float _GridDensity; uniform vec4 _XRayTint; ENDGLSL Pass { Name "ForwardLit" Tags { "LightMode"="UniversalForward" } GLSLPROGRAM #include "Ch18/Ch18Common.glsl" VARYING vec3 positionWS; VARYING vec3 normalWS; #ifdef VERTEX void main() { positionWS = TransformObjectToWorld(positionOS.xyz); gl_Position = TransformWorldToHClip(positionWS); normalWS = TransformObjectToWorldNormal(normalOS); } #endif #ifdef FRAGMENT // 世界空间网格线:三个轴各算一次“离最近整格线有多近”,用 fwidth 保持线宽恒定为约 1 像素以上 float WorldGrid(vec3 p, float density) { vec3 g = p * density; vec3 dist = abs(fract(g - 0.5) - 0.5); // 到最近整数的距离 vec3 w = fwidth(g) * 1.2; vec3 lines = 1.0 - saturate(dist / max(w, vec3(1e-4))); return max(lines.x, max(lines.y, lines.z)); } void main() { vec3 N = normalize(normalWS); vec3 viewWS = GetWorldSpaceNormalizeViewDir(positionWS); vec3 lit = SimpleLighting(_BaseColor.rgb, positionWS, N, _Smoothness); float d = _ScanHeight - positionWS.y; // > 0:在扫描线下方(已经被扫过) float scanLine = exp(-abs(d) / _ScanWidth); // 前沿亮线,指数衰减 float trail = (d > 0.0) ? saturate(1.0 - d / max(_TrailLength, 1e-4)) : 0.0; // X 光样式:暗底 + 轮廓 + 网格 float rim = FresnelRim(N, viewWS, 2.0); float grid = WorldGrid(positionWS, _GridDensity); vec3 xray = _XRayTint.rgb + _ScanColor.rgb * (rim * 0.8 + grid * 0.5); // 拖尾越靠近前沿越“X 光”,远处渐渐恢复正常着色 vec3 color = mix(lit, xray, smoothstep(0.0, 0.35, trail)); color += _ScanColor.rgb * scanLine * 2.0; fragColor = vec4(color, 1.0); } #endif ENDGLSL } Pass { Name "ShadowCaster" Tags { "LightMode"="ShadowCaster" } ZWrite On ZTest LEqual ColorMask 0 GLSLPROGRAM #define SHADOW_PASS #include "Ch18/Ch18ShadowPass.glsl" ENDGLSL } Pass { Name "DepthOnly" Tags { "LightMode"="DepthOnly" } ZWrite On ColorMask R GLSLPROGRAM #define DEPTH_PASS #include "Ch18/Ch18ShadowPass.glsl" ENDGLSL } } }

让所有物体共用一个扫描高度
演示里每个材质单独设置 _ScanHeight。实际项目中扫描是一个全局事件(雷达、技能),更好的做法是把它做成全局变量:从 CBUFFER 里移出来,单独声明 float _ScanHeight;,C# 用 Shader. 每帧设置一次,所有材质同时生效。注意全局变量不能留在 UnityPerMaterial 里:CBUFFER 里的变量由材质提供数值,Shader.SetGlobalFloat 设置的全局值对它不起作用;同时也要把它从 Properties 块里删掉,避免在检视面板里出现一个“改了没用”的滑条。
如果想做“以某点为中心的环形扫描波,扫过整个地面和所有物体”,在每个物体的 Shader 里做就不合适了——地面、草、角色都要改 Shader。那是屏幕空间技术的典型场景:用深度图重建世界坐标,在一个全屏 Pass 里统一画,第 28 章会实现它。