源码 / Ch18/Hologram.shader
Ch18/Hologram.shader
// 案例 18.5:全息投影。菲涅尔轮廓 + 世界空间扫描线 + 闪烁 + 故障横移 + 色差(RGB 分离)。 // 透明队列、加法混合、不写深度:全息是“光”,不遮挡后面的东西。 Shader "Cookbook/Ch18/Hologram" { Properties { [HDR] _HoloColor ("Holo Color", Color) = (0.25,1.1,2.2,1) _BaseAlpha ("Base Alpha", Range(0,1)) = 0.12 _RimPower ("Rim Power", Range(0.5,8)) = 2.2 [Header(Scanlines)] _ScanDensity ("Scanline Density (per meter)", Float) = 60 _ScanSpeed ("Scanline Speed", Float) = 1.5 _ScanStrength ("Scanline Strength", Range(0,1)) = 0.6 _BandWidth ("Scan Band Width", Range(0.01,1)) = 0.25 _BandStrength ("Scan Band Strength", Range(0,4)) = 1.2 [Header(Flicker and Glitch)] _FlickerAmount ("Flicker Amount", Range(0,1)) = 0.3 _GlitchAmount ("Glitch Offset (m)", Range(0,0.3)) = 0.06 _GlitchChance ("Glitch Chance", Range(0,1)) = 0.3 [Header(Chromatic)] _ChromaShift ("RGB Shift (fraction of a scanline)", Range(0,0.5)) = 0.2 [Header(Time)] [Toggle] _AutoPlay ("Auto Play (_Time)", Float) = 0 _Phase ("Phase (seconds, for screenshots)", Float) = 0 _Toggles ("Feature Toggles (scan, flicker, glitch, chroma)", Vector) = (1,1,1,1) } SubShader { Tags { "RenderType"="Transparent" "Queue"="Transparent" "RenderPipeline"="UniversalPipeline" } Pass { Name "Hologram" Tags { "LightMode"="UniversalForward" } Blend One One // 加法:越叠越亮,背景不会被盖住 ZWrite Off Cull Back HLSLPROGRAM #pragma vertex vert #pragma fragment frag #include "Assets/Cookbook/Ch18/Ch18Common.hlsl" CBUFFER_START(UnityPerMaterial) half4 _HoloColor; half _BaseAlpha; half _RimPower; float _ScanDensity; float _ScanSpeed; half _ScanStrength; half _BandWidth; half _BandStrength; half _FlickerAmount; half _GlitchAmount; half _GlitchChance; half _ChromaShift; half _AutoPlay; float _Phase; half4 _Toggles; CBUFFER_END struct Attributes { float4 positionOS : POSITION; float3 normalOS : NORMAL; }; struct Varyings { float4 positionCS : SV_POSITION; float3 positionWS : TEXCOORD0; half3 normalWS : TEXCOORD1; float objectY : TEXCOORD2; // 物体原点高度,扫描带相对它移动 }; float HoloTime() { return _AutoPlay > 0.5 ? _Time.y : _Phase; } Varyings vert(Attributes v) { Varyings o; float3 positionWS = TransformObjectToWorld(v.positionOS.xyz); float t = HoloTime(); // 故障:时间按 1/12 秒取整得到“当前这一拍”,这一拍里按概率决定要不要抖 float beat = floor(t * 12.0); float glitchOn = step(1.0 - _GlitchChance, Hash11(beat)) * _Toggles.z; // 把物体按高度切成一条条横带,每条带随机左右平移 float slice = floor(positionWS.y * 9.0); float shift = (Hash21(float2(slice, beat)) - 0.5) * 2.0; shift *= step(0.7, Hash21(float2(slice * 1.7, beat + 3.1))); // 只有部分横带移动 positionWS.x += shift * _GlitchAmount * glitchOn; o.positionWS = positionWS; o.positionCS = TransformWorldToHClip(positionWS); o.normalWS = TransformObjectToWorldNormal(v.normalOS); o.objectY = TransformObjectToWorld(float3(0, 0, 0)).y; return o; } // 细扫描线:沿世界 Y 的周期条纹。返回 0~1,1 是亮线 half Scanlines(float y, float t) { float s = frac(y * _ScanDensity - t * _ScanSpeed); return smoothstep(0.25, 0.15, abs(s - 0.5)); // 每个周期中间约 40% 是亮线,边缘柔化防锯齿 } half4 frag(Varyings i) : SV_Target { float t = HoloTime(); half3 normalWS = normalize(i.normalWS); half3 viewWS = GetWorldSpaceNormalizeViewDir(i.positionWS); // 1) 菲涅尔:轮廓亮、正对暗,让中空的“光壳”感出来 half rim = FresnelRim(normalWS, viewWS, _RimPower); // 2) 扫描线 + 一条缓慢上移的宽亮带;色差开启时 R/B 两个通道错开采样 // 错开量以“一条扫描线周期”为单位:错开整周期就又重合了,0.2~0.35 个周期最明显 half chroma = _ChromaShift * _Toggles.w; float shift = chroma / _ScanDensity; half3 lines = half3(Scanlines(i.positionWS.y + shift, t), Scanlines(i.positionWS.y, t), Scanlines(i.positionWS.y - shift, t)); lines = lerp(1.0h, lines, _ScanStrength * _Toggles.x); float bandPos = frac(t * 0.35) * 2.6 - 0.3; // 相对物体原点的高度 half band = exp(-abs(i.positionWS.y - i.objectY - bandPos) / _BandWidth) * _BandStrength * _Toggles.x; // 3) 闪烁:每 1/20 秒随机一个亮度,再叠一个快速正弦,模拟电压不稳 float flick = 0.55 + 0.45 * Hash11(floor(t * 20.0)); flick *= 0.9 + 0.1 * sin(t * 90.0); half flicker = lerp(1.0h, flick, _FlickerAmount * _Toggles.y); // 色差的另一半:R/B 通道的菲涅尔用不同的指数,轮廓处出现彩色镶边 half3 rimRGB = half3(FresnelRim(normalWS, viewWS, _RimPower * (1.0h - chroma)), rim, FresnelRim(normalWS, viewWS, _RimPower * (1.0h + chroma))); half3 intensity = (_BaseAlpha + rimRGB) * lines + band; half3 color = _HoloColor.rgb * intensity * flicker; return half4(color, 1); } ENDHLSL } } }