Shader实现物体淡入淡出

游戏场景中淡入淡出的效果经常会用在往前走的场景中,越往前场景越模糊,事实上这种效果就是物体从实变透明的渐变过程。针对这样的游戏场景效果,丝路小编也为你找到了如何实现的教程,用Shader来做这样的效果是非常简单的。
Unity 3D教程:
    1 设置淡入的起始距离和结束距离
    2 在vertex阶段计算物体顶点与相机的距离

    3 根据距离计算alpha

    

代码撸起:

 // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'


Shader "Custom/Fade" 
{
Properties
{
        _MainTex("Texture", 2D) = "white" { }
        _FadeDistanceNear("Near fadeout dist (View Space)", float) = 35
        _FadeDistanceFar("Far fadeout dist (View Space)", float) = 40
    }
    SubShader
    {
        Tags{ "Queue" = "Transparent" "RenderType" = "Transparent" }
        ZWrite On
        Blend SrcAlpha OneMinusSrcAlpha
        pass
        {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
sampler2D _MainTex;
float4 _MainTex_ST;


struct v2f 
{
  float4 pos : SV_POSITION;
  float2 uv : TEXCOORD0;
  float fade : TEXCOORD1;
};


float _FadeDistanceNear;
float _FadeDistanceFar;

v2f vert(appdata_base v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.texcoord,_MainTex);
//相机坐标系的物体坐标
float3 posView = mul(UNITY_MATRIX_MV,v.vertex).xyz;
//计算与相机距离
float dis = length(posView);
//计算fade
o.fade = 1 - saturate((dis - _FadeDistanceNear) / (_FadeDistanceFar - _FadeDistanceNear));
return o;
}


float4 frag(v2f i) : COLOR
{
   float4 texCol = tex2D(_MainTex,i.uv);
   float4 outp = texCol;
   //fade作为alpha
   return float4(outp.rgb,i.fade);
}
ENDCG
    }
    }

}

转自:https://www.taidous.com/thread-73152-1-3.html

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转载自blog.csdn.net/yuyingwin/article/details/80534137