Tutorial for beginners to Unity3D Shader: Detailed explanation of 3D dissolution and corrosion effects

Introduction
In game development, special effects are a very important part, which can increase the fun and playability of the game. Among them, the Shader special effect is a very common and commonly used special effect. It can achieve various special effects by changing the rendering method of the object surface. This article will introduce the Shader 3D dissolution and corrosion effects in Unity3D in detail, and give the corresponding technical details and code implementation.

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Technical details
Shader is a programming language used to control the rendering effect of object surfaces. Shader in Unity3D is mainly developed based on HLSL language. Shader can achieve various special effects by changing the color, lighting, transparency, etc. of the object surface. When implementing 3D dissolution and corrosion effects, some specific Shader functions and parameters need to be used.

For 3D dissolving effects, we can use the lerp function in Shader to achieve it. This function can interpolate two colors based on an interpolation factor (ranging from 0 to 1) to achieve a color gradient effect. We can dynamically change the interpolation factor according to the progress of dissolution to achieve the dissolution effect. In addition, we can also use texture variables to control the dissolving effect pattern to achieve different dissolving effects.

For 3D corrosion effects, we can use the noise function in Shader to achieve it. This function can generate a noise texture that can be used to simulate the corrosion effect on the surface of an object. We can change the color of the object surface according to the pixel value of the noise texture to achieve the effect of erosion. In addition, we can also adjust the degree and effect of corrosion by changing the parameters of the noise texture.

Code implementation
The following is a simple Unity3D Shader code example for implementing 3D dissolution and corrosion effects:

Shader "Custom/DissolveAndErosion" {
Properties {
_DissolveAmount ("Dissolve Amount", Range (0, 1)) = 0
_ErosionAmount ("Erosion Amount", Range (0, 1)) = 0
_DissolveTexture ("Dissolve Texture", 2D) = "white" {}
_ErosionTexture ("Erosion Texture", 2D) = "white" {}
}
SubShader {
Tags {"Queue" = "Transparent"}
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"

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

        struct v2f {
            float2 uv : TEXCOORD0;
            float4 vertex : SV_POSITION;
        };

        sampler2D _DissolveTexture;
        sampler2D _ErosionTexture;
        float _DissolveAmount;
        float _ErosionAmount;

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

        fixed4 frag (v2f i) : SV_Target {
            fixed4 dissolveColor = tex2D(_DissolveTexture, i.uv);
            fixed4 erosionColor = tex2D(_ErosionTexture, i.uv);
            fixed4 color = lerp(dissolveColor, erosionColor, _DissolveAmount);
            color = lerp(color, _ErosionAmount * color, _ErosionAmount);
            return color;
        }
        ENDCG
    }
}
}

In the above code, we first define some input and output variables, as well as some custom functions. Then, in the vert function, we transform the vertex coordinates and pass the texture coordinates into the fragment shader. In the frag function, we obtain the color of dissolution and corrosion based on the input texture coordinates, and use the lerp function and some parameters to achieve the effects of dissolution and corrosion. Finally, we return the calculated color to the rendering pipeline.

in conclusion

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Origin blog.csdn.net/voidinit/article/details/133900790