第一人称射击倍镜效果

作者:追风剑情 发布于:2024-11-30 1:49 分类:Shader

  在瞄准器前挂个Camera,将画面渲染到RenderTexture上,再将RenderTexture渲染到Quad上,最后将Quad放置在瞄准器镜框里,通过调整Camera的FOV值来产生放缩效果。

1、工程截图

111111111.png

222222.png

2、自定义Shader

Shader "Custom/GunScope"
{
    Properties
    {
        _MainTex ("Texture", 2D) = "white" {}
        _CullTex ("Circle", 2D) = "white" {}
    }
    SubShader
    {
        Tags { "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" }
        LOD 100
        Blend SrcAlpha OneMinusSrcAlpha

        Pass
        {
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            // make fog work
            #pragma multi_compile_fog

            #include "UnityCG.cginc"

            struct appdata
            {
                float4 vertex : POSITION;
                float2 uv : TEXCOORD0;
            };

            struct v2f
            {
                float2 uv : TEXCOORD0;
                UNITY_FOG_COORDS(1)
                float4 vertex : SV_POSITION;
            };

            sampler2D _MainTex;
            float4 _MainTex_ST;

            sampler2D _CullTex;
            float4 _CullTex_ST;

            v2f vert (appdata v)
            {
                v2f o;
                o.vertex = UnityObjectToClipPos(v.vertex);
                o.uv = TRANSFORM_TEX(v.uv, _MainTex);
                UNITY_TRANSFER_FOG(o,o.vertex);
                return o;
            }

            fixed4 frag (v2f i) : SV_Target
            {
                // sample the texture
                fixed4 col = tex2D(_MainTex, i.uv);
                // apply fog
                UNITY_APPLY_FOG(i.fogCoord, col);

                fixed4 col1 = tex2D(_CullTex, i.uv);
                //col.a = col1.a;
                clip(col1.a - 0.1);
                return col;
            }
            ENDCG
        }
    }
}

3、效果测试

调整Camera的FOV值,产生缩放效果。
111.gif

标签: Unity3d

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