实现思路:
将一个位置坐标值传入到shader的顶点着色器中,和这个值位置相同的顶点沿着法线的y轴方向偏移,然后计算这个值与顶点的距离,在这个范围内的顶点,和凸起的点的位置做插值操作。
Shader Graph实现如下:
Shader Lab实现如下:
Shader "Custom/CustomAlfombraInteractiva"
{Properties{_MainTex ("Texture", 2D) = "white" {}_Position("Position", Vector) = (0, 0, 0, 0)_radius("radius", Float) = 0_edge("edge", Float) = 0_blur("blur", Float) = 0_intensity("intensity", Float) = 0}SubShader{Tags { "RenderType"="Opaque" }Pass{CGPROGRAM#pragma vertex vert#pragma fragment frag#include "UnityCG.cginc"struct appdata{float4 vertex : POSITION;float4 normal : NORMAL;float2 uv : TEXCOORD0;};struct v2f{float2 uv : TEXCOORD0;float4 vertex : SV_POSITION;};sampler2D _MainTex;float4 _MainTex_ST;float4 _Position;float _radius;float _blur;float _edge;float _intensity;v2f vert (appdata v){v2f o;float4 ver = mul(unity_ObjectToWorld, v.vertex);float range = distance(_Position,ver) - _radius;float4 color = smoothstep(_edge,_blur,range);float lerpVale = lerp(v.normal.y * color * _intensity,ver.y,color);o.vertex = UnityObjectToClipPos(float4(v.vertex.x,lerpVale,v.vertex.z,v.vertex.w));o.uv = TRANSFORM_TEX(v.uv, _MainTex);return o;}fixed4 frag (v2f i) : SV_Target{fixed4 col = tex2D(_MainTex, i.uv);return col;}ENDCG}}
}
实现效果如下:
参考链接:
Alfombra interactiva Tutorial | deformación de vértices | Unity Shader Graph (youtube.com)