Unity Shader Graph(二)Dissolve Effect
2021-07-13 07:06
标签:spl graph int package sim inpu 软件 flag ade 此篇文章记录Dissolve Effect(溶解特效)的制作过程 Unity 2018.1.2f1 Packages: Lightweight Render Pipeline 1.1.11 New Project & New Scene; 创建Lightweight Pipeline Asset,打开Vertex Lighting与HDR,关联到Graphics Settings当中; 在场景中放置Monkey Model,创建默认材质Default,Albedo = (25, 25, 25, 0) 摄像机Clear Flags设置为Solid Color = (80, 80, 80, 0), FOV = 40; Player Settings的Color Space = Linear; 初始设定预览 使用Simple Noise结点生成随机Alpha贴图,AlphaClipThreshold与Alpha一起控制片段的显示或隐藏:当片段的Alpha
Dissolve Shader Graph 溶解特效预览 使用Step结点将Alpha贴图转换为黑白分明的贴图,黑白贴图与Color相乘后输入到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. 边缘发光特效Shader Graph 边缘发光特效预览 选中Main Camera,添加组件Post Process Layer(Layer = PostPorcessing); Post Process Layer 创建Post-process Volume(GameObject -> 3D Object -> Post-process Volume),设置Layer = PostProcessing,Blend Distance = 1。调整Volume大小,将Monkey Model包含在内部; Post-process Volume 新建Post-processing Profile: a) Add effect: Color Grading(Mode = ACES) b) Add effect: Bloom(Intensity = 2, Threshold = 1) Post-processing Profile 添加后期处理特效后,最终效果如下图 Unity Shader Graph(二)Dissolve Effect 标签:spl graph int package sim inpu 软件 flag ade 原文地址:https://www.cnblogs.com/benxie/p/9542749.html软件环境
Dissolve Effect最终效果
创建工程及初始设定
溶解特效
溶解边缘发光特效
Post Processing Effects
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文章标题:Unity Shader Graph(二)Dissolve Effect
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