Unity Shader Graph(二)Dissolve Effect

來源:互聯網
上載者:User

標籤:spl   graph   int   package   sim   inpu   軟體   flag   ade   

此篇文章記錄Dissolve Effect(溶解特效)的製作過程

軟體環境

Unity 2018.1.2f1

Packages: Lightweight Render Pipeline 1.1.11

Dissolve Effect最終效果

建立工程及初始設定

New Project & New Scene;

建立Lightweight Pipeline Asset,開啟Vertex Lighting與HDR,關聯到Graphics Settings當中;

在情境中放置Monkey Model,建立預設材質Default,Albedo = (25, 25, 25, 0)

攝像機Clear Flags設定為Solid Color = (80, 80, 80, 0), FOV = 40;

Player Settings的Color Space = Linear;

初始設定預覽

溶解特效

使用Simple Noise結點產生隨機Alpha貼圖,AlphaClipThreshold與Alpha一起控製片段的顯示或隱藏:當片段的Alpha < AlphaClipThreshold時,此片段將被丟棄,即隱藏不顯示出來。

Dissolve Shader Graph

溶解特效預覽

溶解邊緣發光特效

使用Step結點將Alpha貼圖轉換為黑白分明的貼圖,黑白貼圖與Color相乘後輸入到Emission;

Step Node: Returns 1 if the value of input In is greater than or equal to the value of input Edge, otherwise returns 0.

邊緣發光特效Shader Graph

邊緣發光特效預覽

Post Processing Effects

選中Main Camera,添加組件Post Process Layer(Layer = PostPorcessing);

Post Process Layer

建立Post-process Volume(GameObject -> 3D Object -> Post-process Volume),設定Layer = PostProcessing,Blend Distance = 1。調整Volume大小,將Monkey Model包含在內部;

Post-process Volume

建立Post-processing Profile:

  a) Add effect: Color Grading(Mode = ACES)

  b) Add effect: Bloom(Intensity = 2, Threshold = 1)

Post-processing Profile

添加後期處理特效後,最終效果如

 

Unity Shader Graph(二)Dissolve Effect

聯繫我們

該頁面正文內容均來源於網絡整理,並不代表阿里雲官方的觀點,該頁面所提到的產品和服務也與阿里云無關,如果該頁面內容對您造成了困擾,歡迎寫郵件給我們,收到郵件我們將在5個工作日內處理。

如果您發現本社區中有涉嫌抄襲的內容,歡迎發送郵件至: info-contact@alibabacloud.com 進行舉報並提供相關證據,工作人員會在 5 個工作天內聯絡您,一經查實,本站將立刻刪除涉嫌侵權內容。

A Free Trial That Lets You Build Big!

Start building with 50+ products and up to 12 months usage for Elastic Compute Service

  • Sales Support

    1 on 1 presale consultation

  • After-Sales Support

    24/7 Technical Support 6 Free Tickets per Quarter Faster Response

  • Alibaba Cloud offers highly flexible support services tailored to meet your exact needs.