// 案例 18.6~18.7:能量护盾。深度交接高亮 + 六边形网格 + 菲涅尔 + 受击涟漪。 // 透明队列读取 _CameraDepthTexture(URP Asset 需开启 Depth Texture)。(GLSL 版,对应 Ch18/Shield.shader) Shader "Cookbook/Ch18/Shield" { SubShader { Tags { "RenderType"="Transparent" "Queue"="Transparent" "RenderPipeline"="UniversalPipeline" } Pass { Name "Shield" Tags { "LightMode"="UniversalForward" } Blend One One ZWrite Off Cull Off // 双面:从外面也能看到球的内壁,更有“罩子”的体积感 GLSLPROGRAM #include "Ch18/Ch18Common.glsl" // _CameraDepthTexture / SampleSceneDepth 在 Core.glsl 里(对应 DeclareDepthTexture.hlsl) uniform vec4 _ShieldColor; uniform float _BaseAlpha; uniform float _RimPower; uniform float _IntersectWidth; uniform float _IntersectStrength; uniform float _HexScale; uniform float _HexLine; uniform float _HexStrength; uniform vec4 _HitPos; uniform float _HitProgress; uniform float _HitRadius; uniform float _HitStrength; uniform float _HitDisplace; uniform float _AutoPlay; uniform float _Phase; VARYING vec3 positionWS; VARYING vec3 normalWS; VARYING vec2 uv; VARYING float eyeDepth; // 本片元到相机的观察空间深度(米) VARYING float poleFade; float ShieldTime() { return _AutoPlay > 0.5 ? _Time.y : _Phase; } //#region hit // 受击涟漪:以命中点为圆心向外扩散的一圈环,越往外越淡 float HitRing(vec3 pWS) { float d = distance(pWS, _HitPos.xyz); float r = _HitProgress * _HitRadius; float width = 0.12 + 0.25 * _HitProgress; float ring = saturate(1.0 - abs(d - r) / width); float fade = (1.0 - _HitProgress) * step(0.001, _HitProgress); // 命中点本身还有一个快速消退的亮斑 float spot = saturate(1.0 - d / (0.4 + r * 0.3)) * (1.0 - _HitProgress) * (1.0 - _HitProgress); return (ring * ring + spot) * fade; } //#endregion #ifdef VERTEX void main() { vec3 pWS = TransformObjectToWorld(positionOS.xyz); vec3 nWS = TransformObjectToWorldNormal(normalOS); // 涟漪经过的地方顶点沿法线鼓起一点点 pWS += nWS * HitRing(pWS) * _HitDisplace; positionWS = pWS; gl_Position = TransformWorldToHClip(pWS); normalWS = nWS; uv = texcoord0.xy; eyeDepth = -TransformWorldToView(pWS).z; // 观察空间看向 -Z,取负得正的深度 poleFade = 1.0 - pow(abs(normalOS.y), 6.0); // 球面 UV 在两极挤成一点,六边形淡出 } #endif #ifdef FRAGMENT //#region hex // 六边形网格:返回到最近六边形中心的局部坐标(xy)与格子 id(zw) vec4 HexGrid(vec2 p) { const vec2 s = vec2(1.0, 1.7320508); // (1, √3) vec4 c = floor(vec4(p, p - vec2(0.5, 1.0)) / s.xyxy) + 0.5; vec4 h = vec4(p - c.xy * s, p - (c.zw + 0.5) * s); return dot(h.xy, h.xy) < dot(h.zw, h.zw) ? vec4(h.xy, c.xy) : vec4(h.zw, c.zw + 0.5); } // 六边形的“距离”:中心为 0,边上为 0.5 float HexDist(vec2 p) { p = abs(p); return max(dot(p, vec2(0.5, 0.8660254)), p.x); } //#endregion //#region frag void main() { float t = ShieldTime(); vec3 N = normalize(normalWS) * (gl_FrontFacing ? 1.0 : -1.0); vec3 viewWS = GetWorldSpaceNormalizeViewDir(positionWS); // 1) 深度交接:场景深度 - 自身深度 越小,说明越贴近别的物体表面 vec2 screenUV = GetNormalizedScreenSpaceUV(gl_FragCoord); float sceneEye = LinearEyeDepth(SampleSceneDepth(screenUV), _ZBufferParams); float gap = sceneEye - eyeDepth; float intersect = 1.0 - saturate(gap / max(_IntersectWidth, 1e-4)); intersect = intersect * intersect * _IntersectStrength; // 2) 菲涅尔轮廓(背面也算,球的内壁边缘同样会亮) float rim = FresnelRim(N, viewWS, _RimPower); // 3) 六边形:球面 U 绕一圈(2πR),V 从南极到北极(πR), // 所以 V 方向只铺 U 的一半,格子才不被拉伸;_HexScale 取整数,U 的接缝处就能无缝衔接 vec2 hp = uv * vec2(_HexScale, _HexScale * 0.5); vec4 hex = HexGrid(hp); float edge = smoothstep(0.5 - _HexLine, 0.5, HexDist(hex.xy)); // 每个格子一个随机相位,缓慢呼吸明暗 float cellPulse = 0.5 + 0.5 * sin(t * 2.0 + Hash21(hex.zw) * 6.2831); float hexMask = (edge + cellPulse * 0.15) * _HexStrength * poleFade; // 4) 受击:环经过的地方六边形整体点亮 float hit = HitRing(positionWS); float hitHex = hit * (0.35 + edge) * _HitStrength; float back = gl_FrontFacing ? 1.0 : 0.45; // 内壁暗一些,前后有层次 float intensity = (_BaseAlpha + rim + hexMask * (0.3 + rim)) * back + intersect + hitHex; fragColor = vec4(_ShieldColor.rgb * intensity, 1.0); } //#endregion #endif ENDGLSL } } }