The Shader programming is used in Unity to realize the 3D red heart and unityshader3d red heart.
Some shapes can be generated using code even if no 3D artist provides a model.
For independent developers who want to maintain originality and do not want to borrow others' models, this is nothing more than an important way.
Today, we are dedicated to the use of Shader programming to achieve a red heart, with a faint sense of nostalgia.
Blog Post address:
Http://blog.csdn.net/duzixi/article/details/41221647
Finally:
Development Environment: Unity 4.5.5
Step 1: create a standard sphere at the origin
GameObject-> Create Other-> Sphere
(Note: The default size is used)
Step 2: Create the HeartShader. Shader file in the shader folder.
Source code:
Shader "Custom/Heart"{Properties {_LightColor("Light Color", COLOR) = (1,1,1,1)_DarkColor("Dark Color", COLOR) = (1,1,1,1)}SubShader {// vertex// fragmentPass{CGPROGRAM // -> GPU begin// define a function type:vertex name:vert(default)#pragma vertex vert// define another function type:fragment name:frag(default)#pragma fragment fraguniform half4 _LightColor;uniform half4 _DarkColor;// typedef vertex struct// v2f: vertex to fragmentstruct VertexInput{fixed4 vertex:POSITION; // must have};struct FragmentInput{fixed4 pos:SV_POSITION;// must havefloat4 color:COLOR;};// compute fragment by vertexFragmentInput vert(VertexInput i){FragmentInput o;if (i.vertex.y < 0 && abs(i.vertex.z) <= 0.2 && abs(i.vertex.x) <= 0.2){i.vertex.y -= 0.12 - sqrt(pow(i.vertex.z,2) + pow(i.vertex.x,2)) * 0.65;}if (i.vertex.y > 0 && abs(i.vertex.z) <= 0.5 && abs(i.vertex.x) <= 0.5) {i.vertex.y -= 0.3 - sqrt(pow(i.vertex.z,2) + pow(i.vertex.x,2)) * 0.5;if (abs(i.vertex.z) <= 0.2 && abs(i.vertex.x) < 0.48){i.vertex.y -= 0.2 - sqrt(abs(i.vertex.z)) * 0.45;}}o.pos = mul(UNITY_MATRIX_MVP, i.vertex);o.color = _LightColor;float r = (_DarkColor.r - _LightColor.r) * (1 - i.vertex.y) + _LightColor.r;float g = (_DarkColor.g - _LightColor.g) * (1 - i.vertex.y) + _LightColor.g;float b = (_DarkColor.b - _LightColor.b) * (1 - i.vertex.y) + _LightColor.b;o.color = float4(r,g,b,0.5);return o;}half4 frag(FragmentInput i):COLOR{return i.color;}ENDCG // -> GPU end}}// get the default shaderFallBack "Diffuse"}
Step 3: add custom materials to the sphere
Create a material, select Custom-> Heart Custom Shader, and add the material to the sphere created in step 1.
Summary:
The focus of this article is to achieve the shape of a red heart. The core code is in the vertex coloring tool section.
The color rendering process of the Shader is relatively simple, and the color rendering can be improved according to actual needs.
Note that the model generated by the Shader programming only changes visually, while the collision detection (Collider) is still the original (ball type ).