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をシェーダに私は白にアルファを追加しようとしている、私は以下のシェーダーを持って
をアルファを追加し、しかし、すべての試みは困難であることが判明しました。
これは私が参考のためにシェーダを得、そこからプロジェクトである - github
私はそれが上書きパスの一つと関係していると思います。
Shader "Suibokuga/Suibokuga" {
Properties {
_MainTex ("Water Texture", 2D) = "white" {}
_Alpha ("Transfer/Diffusion coefficient for water particles", Range(0.01, 1.5)) = 1.0
_Evaporation ("a unit quantity of water for evaporation", Range(0.0001, 0.005)) = 0.00015
_PaperTex ("Paper Texture", 2D) = "white" {}
_Brush ("brush", Vector) = (-1, -1, -1, -1)
_Prev ("previous brush position", Vector) = (-1, -1, -1, -1)
}
CGINCLUDE
#include "UnityCG.cginc"
#pragma target 3.0
/*
* r : water particles
* b : capacities of water
* a : the heights of the bottoms
*/
sampler2D _MainTex;
float4 _MainTex_TexelSize;
float _Alpha;
float _Evaporation;
sampler2D _PaperTex;
float2 _Prev;
float3 _Brush; // x,y : position, z : size
struct appdata {
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f {
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
v2f vert (appdata IN) {
v2f OUT;
OUT.vertex = mul(UNITY_MATRIX_MVP, IN.vertex);
OUT.uv = IN.uv;
return OUT;
}
void sample (float2 uv, out float4 o, out float4 l, out float4 t, out float4 r, out float4 b) {
float2 texel = _MainTex_TexelSize.xy;
o = tex2D(_MainTex, uv);
l = tex2D(_MainTex, uv + float2(-texel.x, 0));
t = tex2D(_MainTex, uv + float2( 0, -texel.y));
r = tex2D(_MainTex, uv + float2(texel.x, 0));
b = tex2D(_MainTex, uv + float2( 0, texel.y));
}
float waterDelta (float4 k, float4 o) {
float ld = (k.w + k.x) - (o.w + o.x); // level difference
float transfer = (k.w + k.x) - max(o.w, k.w + k.z); // transferable water particles
return max(
0.0,
0.25 * _Alpha * min(ld, transfer)
);
}
float waterFlow (float2 uv) {
float4 o, l, t, r, b;
sample(uv, o, l, t, r, b);
float nw = o.r;
nw += (waterDelta(l, o) - waterDelta(o, l));
nw += (waterDelta(t, o) - waterDelta(o, t));
nw += (waterDelta(r, o) - waterDelta(o, r));
nw += (waterDelta(b, o) - waterDelta(o, b));
return max(nw, 0);
}
float evaporation (float wo) {
return max(wo - _Evaporation, 0.0);
}
float brush (float2 uv) {
const int count = 10;
float2 dir = _Brush.xy - _Prev.xy;
float l = length(dir);
if(l <= 0) {
float d = length(uv - _Brush.xy);
return smoothstep(0.0, _Brush.z, _Brush.z - d);
}
float ld = l/count;
float2 norm = normalize(dir);
float md = 100;
for(int i = 0; i < count; i++) {
float2 p = _Prev.xy + norm * ld * i;
float d = length(uv - p);
if(d < md) {
md = d;
}
}
return smoothstep(0.0, _Brush.z, _Brush.z - md);
// float d = length(uv - _Brush.xy);
// return smoothstep(0.0, _Brush.z, _Brush.z - d);
}
ENDCG
SubShader {
Cull Off ZWrite Off ZTest Always
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment init
float4 init (v2f IN) : SV_Target {
float4 paper = tex2D(_PaperTex, IN.uv);
return float4(
0,
0,
paper.r,
paper.r
);
}
ENDCG
}
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment waterUpdate
float4 waterUpdate (v2f IN) : SV_Target {
float4 col = tex2D(_MainTex, IN.uv);
col.x = evaporation(waterFlow(IN.uv));
float dw = brush(IN.uv);
// if(dw > 0) {
col.x = min(col.x + brush(IN.uv), 1.0);
// }
return col;
}
ENDCG
}
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment visualize
float4 visualize (v2f IN) : SV_Target {
float4 col = tex2D(_MainTex, IN.uv);
return float4(1.0 - col.xxx, 1.0);
}
ENDCG
}
}
}
問題を解決しましたか? –