// 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。(GLSL 版,对应 Ch18/Hologram.shader) Shader "Cookbook/Ch18/Hologram" { 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 GLSLPROGRAM #include "Ch18/Ch18Common.glsl" uniform vec4 _HoloColor; uniform float _BaseAlpha; uniform float _RimPower; uniform float _ScanDensity; uniform float _ScanSpeed; uniform float _ScanStrength; uniform float _BandWidth; uniform float _BandStrength; uniform float _FlickerAmount; uniform float _GlitchAmount; uniform float _GlitchChance; uniform float _ChromaShift; uniform float _AutoPlay; uniform float _Phase; uniform vec4 _Toggles; VARYING vec3 positionWS; VARYING vec3 normalWS; VARYING float objectY; // 物体原点高度,扫描带相对它移动 float HoloTime() { return _AutoPlay > 0.5 ? _Time.y : _Phase; } #ifdef VERTEX //#region glitch void main() { vec3 pWS = TransformObjectToWorld(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(pWS.y * 9.0); float shift = (Hash21(vec2(slice, beat)) - 0.5) * 2.0; shift *= step(0.7, Hash21(vec2(slice * 1.7, beat + 3.1))); // 只有部分横带移动 pWS.x += shift * _GlitchAmount * glitchOn; positionWS = pWS; gl_Position = TransformWorldToHClip(pWS); normalWS = TransformObjectToWorldNormal(normalOS); objectY = TransformObjectToWorld(vec3(0.0)).y; } //#endregion #endif #ifdef FRAGMENT //#region scan // 细扫描线:沿世界 Y 的周期条纹。返回 0~1,1 是亮线 float Scanlines(float y, float t) { float s = fract(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 } //#endregion //#region frag void main() { float t = HoloTime(); vec3 N = normalize(normalWS); vec3 viewWS = GetWorldSpaceNormalizeViewDir(positionWS); // 1) 菲涅尔:轮廓亮、正对暗,让中空的“光壳”感出来 float rim = FresnelRim(N, 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 float chroma = _ChromaShift * _Toggles.w; float shift = chroma / _ScanDensity; vec3 lines = vec3(Scanlines(positionWS.y + shift, t), Scanlines(positionWS.y, t), Scanlines(positionWS.y - shift, t)); lines = mix(vec3(1.0), lines, _ScanStrength * _Toggles.x); float bandPos = fract(t * 0.35) * 2.6 - 0.3; // 相对物体原点的高度 float band = exp(-abs(positionWS.y - 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); float flicker = mix(1.0, 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 vec3 rimRGB = vec3(FresnelRim(N, viewWS, _RimPower * (1.0 - chroma)), rim, FresnelRim(N, viewWS, _RimPower * (1.0 + chroma))); vec3 intensity = (_BaseAlpha + rimRGB) * lines + band; vec3 color = _HoloColor.rgb * intensity * flicker; fragColor = vec4(color, 1.0); } //#endregion #endif ENDGLSL } } }