unity noise ablation effect achieved Shader

This can be done slowly disappear shader effects, the effect is the ablation

the shader code

Shader "Kaima/Dissolve/EdgeColor"
{
    Properties
    {
        _MainTex ("Texture", 2D) = "white" {}
        _NoiseTex("Noise", 2D) = "white" {}
        _Threshold("Threshold", Range(0.0, 1.0)) = 0.5
        _EdgeLength("Edge Length", Range(0.0, 0.2)) = 0.1
        _EdgeColor ( " Edge Color " , Color) = ( . 1 , . 1 , . 1 , . 1 ) 
    } 
    SubShader 
    { 
        Tags { " Queue " = " the Geometry "  " RenderType " = " of Opaque " } 

        Pass 
        { 
            Cull Off // to render secure the effect of the back surface correct 

            CGPROGRAM 
            #pragma Vertex Vert
             #pragma the fragment frag 
            
            #include"UnityCG.cginc"

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

            struct v2f
            {
                float4 vertex : SV_POSITION;
                float2 uvMainTex : TEXCOORD0;
                float2 uvNoiseTex : TEXCOORD1;
            };

            sampler2D _MainTex;
            float4 _MainTex_ST;
            sampler2D _NoiseTex;
            float4 _NoiseTex_ST;
            float _Threshold;
            float _EdgeLength;
            fixed4 _EdgeColor;
            
            v2f vert (appdata v)
            {
                v2f o;
                o.vertex = UnityObjectToClipPos(v.vertex);
                o.uvMainTex = TRANSFORM_TEX(v.uv, _MainTex);
                o.uvNoiseTex = TRANSFORM_TEX(v.uv, _NoiseTex);
                return o;
            }
            
            fixed4 frag (v2f i) : SV_Target
            {
                //镂空
                fixed cutout = tex2D(_NoiseTex, i.uvNoiseTex).r;
                clip(cutout - _Threshold);

                //边缘颜色
                if(cutout - _Threshold < _EdgeLength)
                    return _EdgeColor;

                fixed4 col = tex2D(_MainTex, i.uvMainTex);
                return col;
            }
            ENDCG
        }
    }
}

Select this to create shaders shaders, this is the last appearance

 

Texture posted pictures of a subject, Noise paste noise maps

Threshold control disappear or appear (see specific implementation needs)

EdgeLength white edge noise control map (see their own preferences adjusted)

Attached below a noise map

 

 

 

 

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Origin www.cnblogs.com/qq2351194611/p/11976647.html