Unity Projector 改进:去除边缘拉伸

Unity Projector可以模拟投影机效果,但是在投影画面边缘透明度不是0的情况下经常出现拉伸现象,对投影机的shader做如下更改可以去除掉拉伸部分。

Unity自带的投影shader:

// Upgrade NOTE: replaced '_Projector' with 'unity_Projector'
// Upgrade NOTE: replaced '_ProjectorClip' with 'unity_ProjectorClip'

Shader "Projector/Multiply" {
    Properties {
        _ShadowTex ("Cookie", 2D) = "gray" {}
        _FalloffTex ("FallOff", 2D) = "white" {}
    }
    Subshader {
        Tags {"Queue"="Transparent"}
        Pass {
            ZWrite Off
            ColorMask RGB
            Blend DstColor Zero
            Offset -1, -1

            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            #pragma multi_compile_fog
            #include "UnityCG.cginc"
            
            struct v2f {
                float4 uvShadow : TEXCOORD0;
                float4 uvFalloff : TEXCOORD1;
                UNITY_FOG_COORDS(2)
                float4 pos : SV_POSITION;
            };
            
            float4x4 unity_Projector;
            float4x4 unity_ProjectorClip;
            
            v2f vert (float4 vertex : POSITION)
            {
                v2f o;
                o.pos = UnityObjectToClipPos(vertex);
                o.uvShadow = mul (unity_Projector, vertex);
                o.uvFalloff = mul (unity_ProjectorClip, vertex);
                UNITY_TRANSFER_FOG(o,o.pos);
                return o;
            }
            
            sampler2D _ShadowTex;
            sampler2D _FalloffTex;
            
            fixed4 frag (v2f i) : SV_Target
            {
                fixed4 texS = tex2Dproj (_ShadowTex, UNITY_PROJ_COORD(i.uvShadow));
                texS.a = 1.0-texS.a;

                fixed4 texF = tex2Dproj (_FalloffTex, UNITY_PROJ_COORD(i.uvFalloff));
                fixed4 res = lerp(fixed4(1,1,1,0), texS, texF.a);

                UNITY_APPLY_FOG_COLOR(i.fogCoord, res, fixed4(1,1,1,1));
                return res;
            }
            ENDCG
        }
    }
}

 

去除边缘拉伸之后:


// Upgrade NOTE: replaced '_Projector' with 'unity_Projector'
// Upgrade NOTE: replaced '_ProjectorClip' with 'unity_ProjectorClip'

Shader "Projector/Multiply" {
    Properties {
        _ShadowTex ("Cookie", 2D) = "gray" {}
        _FalloffTex ("FallOff", 2D) = "white" {}
    }
    Subshader {
        Tags {"Queue"="Transparent"}
        Pass {
            ZWrite Off
            ColorMask RGB
            Blend DstColor Zero
            Offset -1, -1

            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            #pragma multi_compile_fog
            #include "UnityCG.cginc"
            
            struct v2f {
                float4 uvShadow : TEXCOORD0;
                float4 uvFalloff : TEXCOORD1;
                UNITY_FOG_COORDS(2)
                float4 pos : SV_POSITION;
            };
            
            float4x4 unity_Projector;
            float4x4 unity_ProjectorClip;
            
            v2f vert (float4 vertex : POSITION)
            {
                v2f o;
                o.pos = UnityObjectToClipPos(vertex);
                o.uvShadow = mul (unity_Projector, vertex);
                o.uvFalloff = mul (unity_ProjectorClip, vertex);
                UNITY_TRANSFER_FOG(o,o.pos);
                return o;
            }
            
            sampler2D _ShadowTex;
            sampler2D _FalloffTex;
            
            fixed4 frag (v2f i) : SV_Target
            {
                fixed4 texS;
                //去除边缘及背面
                if (i.uvShadow.x / i.uvShadow.w < 0.01 || i.uvShadow.x / i.uvShadow.w > 0.99  || i.uvShadow.y / i.uvShadow.w < 0.01 || i.uvShadow.y / i.uvShadow.w > 0.99)
                {
                    texS = float4(0, 0, 0, 0);
                }
                else {
                    texS = tex2Dproj(_ShadowTex, UNITY_PROJ_COORD(i.uvShadow));
                    
                }
                texS.a = 1.0-texS.a;

                fixed4 texF = tex2Dproj (_FalloffTex, UNITY_PROJ_COORD(i.uvFalloff));
                fixed4 res = lerp(fixed4(1,1,1,0), texS, texF.a);

                UNITY_APPLY_FOG_COLOR(i.fogCoord, res, fixed4(1,1,1,1));
                return res;
            }
            ENDCG
        }
    }
}

运行效果:

转载自:https://blog.csdn.net/schumer425/article/details/81629607

You may also like...