// 案例 18.8:扭曲隐身(光学迷彩)。采样 _CameraOpaqueTexture,按法线把屏幕 UV 推开一点, // 物体就像一块“透明的玻璃”把身后的画面弯折了。URP Asset 需开启 Opaque Texture。 Shader "Cookbook/Ch18/Cloak" { Properties { _Distortion ("Distortion (screen UV)", Range(0,0.15)) = 0.04 _NoiseMap ("Ripple Noise", 2D) = "gray" {} _NoiseDistortion ("Noise Distortion", Range(0,0.05)) = 0.01 _Tint ("Tint", Color) = (0.9,0.95,1,1) [HDR] _RimColor ("Rim Color", Color) = (0.4,0.9,1.4,1) _RimPower ("Rim Power", Range(0.5,8)) = 4 _Reveal ("Reveal (0=invisible 1=visible)", Range(0,1)) = 0 _BaseColor ("Visible Base Color", Color) = (0.7,0.3,0.2,1) [Toggle] _AutoPlay ("Auto Play (_Time)", Float) = 0 _Phase ("Phase (seconds)", Float) = 0 } SubShader { // 透明队列:画它的时候,不透明物体和天空已经拷贝进 _CameraOpaqueTexture 了 Tags { "RenderType"="Transparent" "Queue"="Transparent" "RenderPipeline"="UniversalPipeline" } Pass { Name "Cloak" Tags { "LightMode"="UniversalForward" } ZWrite On // 写深度:隐身物体自己的前后遮挡仍然正确(它不是半透明混合,而是整块替换) Blend Off 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" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareOpaqueTexture.hlsl" TEXTURE2D(_NoiseMap); SAMPLER(sampler_NoiseMap); CBUFFER_START(UnityPerMaterial) half _Distortion; float4 _NoiseMap_ST; half _NoiseDistortion; half4 _Tint; half4 _RimColor; half _RimPower; half _Reveal; half4 _BaseColor; half _AutoPlay; float _Phase; CBUFFER_END struct Attributes { float4 positionOS : POSITION; float3 normalOS : NORMAL; float2 uv : TEXCOORD0; }; struct Varyings { float4 positionCS : SV_POSITION; float3 positionWS : TEXCOORD0; half3 normalWS : TEXCOORD1; float2 uv : TEXCOORD2; }; Varyings vert(Attributes v) { Varyings o; o.positionWS = TransformObjectToWorld(v.positionOS.xyz); o.positionCS = TransformWorldToHClip(o.positionWS); o.normalWS = TransformObjectToWorldNormal(v.normalOS); o.uv = TRANSFORM_TEX(v.uv, _NoiseMap); return o; } //#region frag half4 frag(Varyings i) : SV_Target { float t = _AutoPlay > 0.5 ? _Time.y : _Phase; half3 normalWS = normalize(i.normalWS); half3 viewWS = GetWorldSpaceNormalizeViewDir(i.positionWS); float2 screenUV = GetNormalizedScreenSpaceUV(i.positionCS); // 法线转到观察空间,取 xy 作为屏幕上的“推开方向”:轮廓处法线几乎平行屏幕,推得最远 half3 normalVS = TransformWorldToViewDir(normalWS); float2 offset = normalVS.xy * _Distortion; // 再叠一层流动噪声,让隐身体表面有“热浪”一样的抖动 half2 n = SAMPLE_TEXTURE2D(_NoiseMap, sampler_NoiseMap, i.uv + float2(0, t * 0.2)).rg - 0.5h; offset += n * _NoiseDistortion; // 观察空间 x 向右、y 向上,与 GetNormalizedScreenSpaceUV 得到的 UV 方向一致(平台翻转已由它处理) half3 behind = SampleSceneColor(screenUV + offset) * _Tint.rgb; half rim = FresnelRim(normalWS, viewWS, _RimPower); half3 cloak = behind + _RimColor.rgb * rim; // 现形:在隐身和正常着色之间插值(实际项目可以叠一个溶解,见案例 18.1) half3 visible = SimpleLighting(_BaseColor.rgb, i.positionWS, normalWS, 0.4h); return half4(lerp(cloak, visible, _Reveal), 1); } //#endregion ENDHLSL } } }