有没有办法在 Unity 2D Light System 中隐藏阴影中的玩家?
Is there a way to hide a player who is in the shadow in Unity 2D Light System?
我想在 Unity 中使用 Universal Pipeline 和 2D Lighting 系统重新创建游戏 Among Us 中的视野效果。
但是当我使用 2D 光影时,我仍然能看到阴影中的角色,我不想让阴影完全变黑,因为我想重现我们之间游戏中的外观背景仍然有一些光。
这就是我所说的我们之间的视野
可以看到有阴影,背景是淡淡的,人物body一半在不可见的阴影里,一半在可见的光里
这就是我所说的玩家被黑掉的意思
有几个关于它的 YouTube 视频,但视图变得清晰,并且在视图边缘没有像 2D 灯那样的余量。这真的让它看起来很漂亮。
我需要这方面的帮助,是否可以在 Unity 中使用 2D 光影来做到这一点?如果可以,我该怎么做呢?
在此先感谢您的帮助,不胜感激。
您可以尝试使用目标排序层和 alpha 混合找到解决方案。
我的意思是确保手电筒将部分显示的物体不会重叠,除非特定光源正在显示它。有点像下面的示例图片。
我认为否则必须使用遮罩或着色器来完成。我曾经在 3D 环境中做过类似的事情,但从未在 2D 环境中做过,请查看此解决方案以获取可能的灵感:
我的建议是更多地研究 2D 着色器,看看是否可以找到解决方案。
我花了一些时间才弄明白,而且我不是弄清楚的人,我从 Unity Discord 服务器上的某个人那里得到了帮助。他进入了 Sprite-Lit-Default
并更改了一些占 luminance
的代码,现在我对着色器编程一无所知,所以我无法解释太多。但是他创建了一个 .hlsl
文件,其功能与 Unity 用来计算灯光的 CombinedShapeLightShared.hlsl
文件 can be found here 具有相同的功能,但添加了一些说明 luminance
的参数。现在这里是 .shader
文件和 .hlsl
文件的文件内容。
但是您需要将这两个文件保存在同一个文件夹中,否则它将无法工作。还要保持文件名相同,除非您知道自己在做什么
文件名HideInShadow.shader
Shader "Universal Render Pipeline/2D/HideInShadow"
{
Properties
{
_MainTex("Diffuse", 2D) = "white" {}
_MaskTex("Mask", 2D) = "white" {}
_NormalMap("Normal Map", 2D) = "bump" {}
// Legacy properties. They're here so that materials using this shader can gracefully fallback to the legacy sprite shader.
[HideInInspector] _Color("Tint", Color) = (1,1,1,1)
[HideInInspector] _RendererColor("RendererColor", Color) = (1,1,1,1)
[HideInInspector] _Flip("Flip", Vector) = (1,1,1,1)
[HideInInspector] _AlphaTex("External Alpha", 2D) = "white" {}
[HideInInspector] _EnableExternalAlpha("Enable External Alpha", Float) = 0
}
HLSLINCLUDE
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
ENDHLSL
SubShader
{
Tags {"Queue" = "Transparent" "RenderType" = "Transparent" "RenderPipeline" = "UniversalPipeline" }
Blend SrcAlpha OneMinusSrcAlpha
Cull Off
ZWrite Off
Pass
{
Tags { "LightMode" = "Universal2D" }
HLSLPROGRAM
#pragma vertex CombinedShapeLightVertex
#pragma fragment CombinedShapeLightFragment
#pragma multi_compile USE_SHAPE_LIGHT_TYPE_0 __
#pragma multi_compile USE_SHAPE_LIGHT_TYPE_1 __
#pragma multi_compile USE_SHAPE_LIGHT_TYPE_2 __
#pragma multi_compile USE_SHAPE_LIGHT_TYPE_3 __
struct Attributes
{
float3 positionOS : POSITION;
float4 color : COLOR;
float2 uv : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct Varyings
{
float4 positionCS : SV_POSITION;
half4 color : COLOR;
float2 uv : TEXCOORD0;
half2 lightingUV : TEXCOORD1;
UNITY_VERTEX_OUTPUT_STEREO
};
#include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/LightingUtility.hlsl"
TEXTURE2D(_MainTex);
SAMPLER(sampler_MainTex);
TEXTURE2D(_MaskTex);
SAMPLER(sampler_MaskTex);
half4 _MainTex_ST;
#if USE_SHAPE_LIGHT_TYPE_0
SHAPE_LIGHT(0)
#endif
#if USE_SHAPE_LIGHT_TYPE_1
SHAPE_LIGHT(1)
#endif
#if USE_SHAPE_LIGHT_TYPE_2
SHAPE_LIGHT(2)
#endif
#if USE_SHAPE_LIGHT_TYPE_3
SHAPE_LIGHT(3)
#endif
Varyings CombinedShapeLightVertex(Attributes v)
{
Varyings o = (Varyings)0;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.positionCS = TransformObjectToHClip(v.positionOS);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
o.lightingUV = ComputeNormalizedDeviceCoordinates(o.positionCS);
o.color = v.color;
return o;
}
#include "CombinedShapeLightSharedHidden.hlsl"
half4 CombinedShapeLightFragment(Varyings i) : SV_Target
{
half4 main = i.color * SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.uv);
half4 mask = SAMPLE_TEXTURE2D(_MaskTex, sampler_MaskTex, i.uv);
return CombinedShapeLightShared(main, mask, i.lightingUV);
}
ENDHLSL
}
Pass
{
Tags { "LightMode" = "NormalsRendering"}
HLSLPROGRAM
#pragma vertex NormalsRenderingVertex
#pragma fragment NormalsRenderingFragment
struct Attributes
{
float3 positionOS : POSITION;
float4 color : COLOR;
float2 uv : TEXCOORD0;
float4 tangent : TANGENT;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct Varyings
{
float4 positionCS : SV_POSITION;
half4 color : COLOR;
float2 uv : TEXCOORD0;
half3 normalWS : TEXCOORD1;
half3 tangentWS : TEXCOORD2;
half3 bitangentWS : TEXCOORD3;
UNITY_VERTEX_OUTPUT_STEREO
};
TEXTURE2D(_MainTex);
SAMPLER(sampler_MainTex);
TEXTURE2D(_NormalMap);
SAMPLER(sampler_NormalMap);
half4 _NormalMap_ST; // Is this the right way to do this?
Varyings NormalsRenderingVertex(Attributes attributes)
{
Varyings o = (Varyings)0;
UNITY_SETUP_INSTANCE_ID(attributes);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.positionCS = TransformObjectToHClip(attributes.positionOS);
o.uv = TRANSFORM_TEX(attributes.uv, _NormalMap);
o.color = attributes.color;
o.normalWS = TransformObjectToWorldDir(float3(0, 0, -1));
o.tangentWS = TransformObjectToWorldDir(attributes.tangent.xyz);
o.bitangentWS = cross(o.normalWS, o.tangentWS) * attributes.tangent.w;
return o;
}
#include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/NormalsRenderingShared.hlsl"
half4 NormalsRenderingFragment(Varyings i) : SV_Target
{
half4 mainTex = i.color * SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.uv);
half3 normalTS = UnpackNormal(SAMPLE_TEXTURE2D(_NormalMap, sampler_NormalMap, i.uv));
return NormalsRenderingShared(mainTex, normalTS, i.tangentWS.xyz, i.bitangentWS.xyz, i.normalWS.xyz);
}
ENDHLSL
}
Pass
{
Tags { "LightMode" = "UniversalForward" "Queue"="Transparent" "RenderType"="Transparent"}
HLSLPROGRAM
#pragma vertex UnlitVertex
#pragma fragment UnlitFragment
struct Attributes
{
float3 positionOS : POSITION;
float4 color : COLOR;
float2 uv : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct Varyings
{
float4 positionCS : SV_POSITION;
float4 color : COLOR;
float2 uv : TEXCOORD0;
UNITY_VERTEX_OUTPUT_STEREO
};
TEXTURE2D(_MainTex);
SAMPLER(sampler_MainTex);
float4 _MainTex_ST;
Varyings UnlitVertex(Attributes attributes)
{
Varyings o = (Varyings)0;
UNITY_SETUP_INSTANCE_ID(attributes);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.positionCS = TransformObjectToHClip(attributes.positionOS);
o.uv = TRANSFORM_TEX(attributes.uv, _MainTex);
o.color = attributes.color;
return o;
}
float4 UnlitFragment(Varyings i) : SV_Target
{
float4 mainTex = i.color * SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.uv);
return mainTex;
}
ENDHLSL
}
}
Fallback "Sprites/Default"
}
文件名CombinedShapeLightSharedHidden.hlsl
#if !defined(COMBINED_SHAPE_LIGHT_PASS)
#define COMBINED_SHAPE_LIGHT_PASS
half _HDREmulationScale;
half _UseSceneLighting;
half4 _RendererColor;
half4 CombinedShapeLightShared(half4 color, half4 mask, half2 lightingUV)
{
if (color.a == 0.0)
discard;
color = color * _RendererColor; // This is needed for sprite shape
#if USE_SHAPE_LIGHT_TYPE_0
half4 shapeLight0 = SAMPLE_TEXTURE2D(_ShapeLightTexture0, sampler_ShapeLightTexture0, lightingUV);
if (any(_ShapeLightMaskFilter0))
{
half4 processedMask = (1 - _ShapeLightInvertedFilter0) * mask + _ShapeLightInvertedFilter0 * (1 - mask);
shapeLight0 *= dot(processedMask, _ShapeLightMaskFilter0);
}
half4 shapeLight0Modulate = shapeLight0 * _ShapeLightBlendFactors0.x;
half4 shapeLight0Additive = shapeLight0 * _ShapeLightBlendFactors0.y;
#else
half4 shapeLight0Modulate = 0;
half4 shapeLight0Additive = 0;
#endif
#if USE_SHAPE_LIGHT_TYPE_1
half4 shapeLight1 = SAMPLE_TEXTURE2D(_ShapeLightTexture1, sampler_ShapeLightTexture1, lightingUV);
if (any(_ShapeLightMaskFilter1))
{
half4 processedMask = (1 - _ShapeLightInvertedFilter1) * mask + _ShapeLightInvertedFilter1 * (1 - mask);
shapeLight1 *= dot(processedMask, _ShapeLightMaskFilter1);
}
half4 shapeLight1Modulate = shapeLight1 * _ShapeLightBlendFactors1.x;
half4 shapeLight1Additive = shapeLight1 * _ShapeLightBlendFactors1.y;
#else
half4 shapeLight1Modulate = 0;
half4 shapeLight1Additive = 0;
#endif
#if USE_SHAPE_LIGHT_TYPE_2
half4 shapeLight2 = SAMPLE_TEXTURE2D(_ShapeLightTexture2, sampler_ShapeLightTexture2, lightingUV);
if (any(_ShapeLightMaskFilter2))
{
half4 processedMask = (1 - _ShapeLightInvertedFilter2) * mask + _ShapeLightInvertedFilter2 * (1 - mask);
shapeLight2 *= dot(processedMask, _ShapeLightMaskFilter2);
}
half4 shapeLight2Modulate = shapeLight2 * _ShapeLightBlendFactors2.x;
half4 shapeLight2Additive = shapeLight2 * _ShapeLightBlendFactors2.y;
#else
half4 shapeLight2Modulate = 0;
half4 shapeLight2Additive = 0;
#endif
#if USE_SHAPE_LIGHT_TYPE_3
half4 shapeLight3 = SAMPLE_TEXTURE2D(_ShapeLightTexture3, sampler_ShapeLightTexture3, lightingUV);
if (any(_ShapeLightMaskFilter3))
{
half4 processedMask = (1 - _ShapeLightInvertedFilter3) * mask + _ShapeLightInvertedFilter3 * (1 - mask);
shapeLight3 *= dot(processedMask, _ShapeLightMaskFilter3);
}
half4 shapeLight3Modulate = shapeLight3 * _ShapeLightBlendFactors3.x;
half4 shapeLight3Additive = shapeLight3 * _ShapeLightBlendFactors3.y;
#else
half4 shapeLight3Modulate = 0;
half4 shapeLight3Additive = 0;
#endif
half4 finalOutput;
#if !USE_SHAPE_LIGHT_TYPE_0 && !USE_SHAPE_LIGHT_TYPE_1 && !USE_SHAPE_LIGHT_TYPE_2 && ! USE_SHAPE_LIGHT_TYPE_3
finalOutput = color;
#else
half4 finalModulate = shapeLight0Modulate + shapeLight1Modulate + shapeLight2Modulate + shapeLight3Modulate;
half4 finalAdditve = shapeLight0Additive + shapeLight1Additive + shapeLight2Additive + shapeLight3Additive;
finalOutput = _HDREmulationScale * (color * finalModulate + finalAdditve);
half luminance = max(finalModulate.r, max(finalModulate.g, finalModulate.b));
finalOutput.a = min(luminance * 2, color.a);
#endif
finalOutput = finalOutput *_UseSceneLighting + (1 - _UseSceneLighting)*color;
return max(0, finalOutput);
}
#endif
他添加的部分是从 half luminance....
开始的最后一部分
将它们复制到您自己的文件中后,您可以使用.shader
文件将其添加到material,然后将其应用到您想要在阴影中消失的对象。所以如果光线照射到物体上它就会出现,但是随着光源靠近那个物体它会逐渐出现,唯一的缺点是游戏中必须有光源才能用来计算亮度,否则对象将默认恢复为 1 的亮度,这意味着完全可见。但是,我认为如果你想让一个物体消失在阴影中,那么你很可能会使用光源。这是它的样子:
当然,您可以调整光源和强度以获得您想要的结果。
如果你有任何问题,我想你可以评论什么,我会在看到评论后提供帮助。
我想在 Unity 中使用 Universal Pipeline 和 2D Lighting 系统重新创建游戏 Among Us 中的视野效果。
但是当我使用 2D 光影时,我仍然能看到阴影中的角色,我不想让阴影完全变黑,因为我想重现我们之间游戏中的外观背景仍然有一些光。
这就是我所说的我们之间的视野
可以看到有阴影,背景是淡淡的,人物body一半在不可见的阴影里,一半在可见的光里
这就是我所说的玩家被黑掉的意思
有几个关于它的 YouTube 视频,但视图变得清晰,并且在视图边缘没有像 2D 灯那样的余量。这真的让它看起来很漂亮。
我需要这方面的帮助,是否可以在 Unity 中使用 2D 光影来做到这一点?如果可以,我该怎么做呢?
在此先感谢您的帮助,不胜感激。
您可以尝试使用目标排序层和 alpha 混合找到解决方案。
我的意思是确保手电筒将部分显示的物体不会重叠,除非特定光源正在显示它。有点像下面的示例图片。
我认为否则必须使用遮罩或着色器来完成。我曾经在 3D 环境中做过类似的事情,但从未在 2D 环境中做过,请查看此解决方案以获取可能的灵感:
我的建议是更多地研究 2D 着色器,看看是否可以找到解决方案。
我花了一些时间才弄明白,而且我不是弄清楚的人,我从 Unity Discord 服务器上的某个人那里得到了帮助。他进入了 Sprite-Lit-Default
并更改了一些占 luminance
的代码,现在我对着色器编程一无所知,所以我无法解释太多。但是他创建了一个 .hlsl
文件,其功能与 Unity 用来计算灯光的 CombinedShapeLightShared.hlsl
文件 can be found here 具有相同的功能,但添加了一些说明 luminance
的参数。现在这里是 .shader
文件和 .hlsl
文件的文件内容。
但是您需要将这两个文件保存在同一个文件夹中,否则它将无法工作。还要保持文件名相同,除非您知道自己在做什么
文件名HideInShadow.shader
Shader "Universal Render Pipeline/2D/HideInShadow"
{
Properties
{
_MainTex("Diffuse", 2D) = "white" {}
_MaskTex("Mask", 2D) = "white" {}
_NormalMap("Normal Map", 2D) = "bump" {}
// Legacy properties. They're here so that materials using this shader can gracefully fallback to the legacy sprite shader.
[HideInInspector] _Color("Tint", Color) = (1,1,1,1)
[HideInInspector] _RendererColor("RendererColor", Color) = (1,1,1,1)
[HideInInspector] _Flip("Flip", Vector) = (1,1,1,1)
[HideInInspector] _AlphaTex("External Alpha", 2D) = "white" {}
[HideInInspector] _EnableExternalAlpha("Enable External Alpha", Float) = 0
}
HLSLINCLUDE
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
ENDHLSL
SubShader
{
Tags {"Queue" = "Transparent" "RenderType" = "Transparent" "RenderPipeline" = "UniversalPipeline" }
Blend SrcAlpha OneMinusSrcAlpha
Cull Off
ZWrite Off
Pass
{
Tags { "LightMode" = "Universal2D" }
HLSLPROGRAM
#pragma vertex CombinedShapeLightVertex
#pragma fragment CombinedShapeLightFragment
#pragma multi_compile USE_SHAPE_LIGHT_TYPE_0 __
#pragma multi_compile USE_SHAPE_LIGHT_TYPE_1 __
#pragma multi_compile USE_SHAPE_LIGHT_TYPE_2 __
#pragma multi_compile USE_SHAPE_LIGHT_TYPE_3 __
struct Attributes
{
float3 positionOS : POSITION;
float4 color : COLOR;
float2 uv : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct Varyings
{
float4 positionCS : SV_POSITION;
half4 color : COLOR;
float2 uv : TEXCOORD0;
half2 lightingUV : TEXCOORD1;
UNITY_VERTEX_OUTPUT_STEREO
};
#include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/LightingUtility.hlsl"
TEXTURE2D(_MainTex);
SAMPLER(sampler_MainTex);
TEXTURE2D(_MaskTex);
SAMPLER(sampler_MaskTex);
half4 _MainTex_ST;
#if USE_SHAPE_LIGHT_TYPE_0
SHAPE_LIGHT(0)
#endif
#if USE_SHAPE_LIGHT_TYPE_1
SHAPE_LIGHT(1)
#endif
#if USE_SHAPE_LIGHT_TYPE_2
SHAPE_LIGHT(2)
#endif
#if USE_SHAPE_LIGHT_TYPE_3
SHAPE_LIGHT(3)
#endif
Varyings CombinedShapeLightVertex(Attributes v)
{
Varyings o = (Varyings)0;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.positionCS = TransformObjectToHClip(v.positionOS);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
o.lightingUV = ComputeNormalizedDeviceCoordinates(o.positionCS);
o.color = v.color;
return o;
}
#include "CombinedShapeLightSharedHidden.hlsl"
half4 CombinedShapeLightFragment(Varyings i) : SV_Target
{
half4 main = i.color * SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.uv);
half4 mask = SAMPLE_TEXTURE2D(_MaskTex, sampler_MaskTex, i.uv);
return CombinedShapeLightShared(main, mask, i.lightingUV);
}
ENDHLSL
}
Pass
{
Tags { "LightMode" = "NormalsRendering"}
HLSLPROGRAM
#pragma vertex NormalsRenderingVertex
#pragma fragment NormalsRenderingFragment
struct Attributes
{
float3 positionOS : POSITION;
float4 color : COLOR;
float2 uv : TEXCOORD0;
float4 tangent : TANGENT;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct Varyings
{
float4 positionCS : SV_POSITION;
half4 color : COLOR;
float2 uv : TEXCOORD0;
half3 normalWS : TEXCOORD1;
half3 tangentWS : TEXCOORD2;
half3 bitangentWS : TEXCOORD3;
UNITY_VERTEX_OUTPUT_STEREO
};
TEXTURE2D(_MainTex);
SAMPLER(sampler_MainTex);
TEXTURE2D(_NormalMap);
SAMPLER(sampler_NormalMap);
half4 _NormalMap_ST; // Is this the right way to do this?
Varyings NormalsRenderingVertex(Attributes attributes)
{
Varyings o = (Varyings)0;
UNITY_SETUP_INSTANCE_ID(attributes);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.positionCS = TransformObjectToHClip(attributes.positionOS);
o.uv = TRANSFORM_TEX(attributes.uv, _NormalMap);
o.color = attributes.color;
o.normalWS = TransformObjectToWorldDir(float3(0, 0, -1));
o.tangentWS = TransformObjectToWorldDir(attributes.tangent.xyz);
o.bitangentWS = cross(o.normalWS, o.tangentWS) * attributes.tangent.w;
return o;
}
#include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/NormalsRenderingShared.hlsl"
half4 NormalsRenderingFragment(Varyings i) : SV_Target
{
half4 mainTex = i.color * SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.uv);
half3 normalTS = UnpackNormal(SAMPLE_TEXTURE2D(_NormalMap, sampler_NormalMap, i.uv));
return NormalsRenderingShared(mainTex, normalTS, i.tangentWS.xyz, i.bitangentWS.xyz, i.normalWS.xyz);
}
ENDHLSL
}
Pass
{
Tags { "LightMode" = "UniversalForward" "Queue"="Transparent" "RenderType"="Transparent"}
HLSLPROGRAM
#pragma vertex UnlitVertex
#pragma fragment UnlitFragment
struct Attributes
{
float3 positionOS : POSITION;
float4 color : COLOR;
float2 uv : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct Varyings
{
float4 positionCS : SV_POSITION;
float4 color : COLOR;
float2 uv : TEXCOORD0;
UNITY_VERTEX_OUTPUT_STEREO
};
TEXTURE2D(_MainTex);
SAMPLER(sampler_MainTex);
float4 _MainTex_ST;
Varyings UnlitVertex(Attributes attributes)
{
Varyings o = (Varyings)0;
UNITY_SETUP_INSTANCE_ID(attributes);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.positionCS = TransformObjectToHClip(attributes.positionOS);
o.uv = TRANSFORM_TEX(attributes.uv, _MainTex);
o.color = attributes.color;
return o;
}
float4 UnlitFragment(Varyings i) : SV_Target
{
float4 mainTex = i.color * SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.uv);
return mainTex;
}
ENDHLSL
}
}
Fallback "Sprites/Default"
}
文件名CombinedShapeLightSharedHidden.hlsl
#if !defined(COMBINED_SHAPE_LIGHT_PASS)
#define COMBINED_SHAPE_LIGHT_PASS
half _HDREmulationScale;
half _UseSceneLighting;
half4 _RendererColor;
half4 CombinedShapeLightShared(half4 color, half4 mask, half2 lightingUV)
{
if (color.a == 0.0)
discard;
color = color * _RendererColor; // This is needed for sprite shape
#if USE_SHAPE_LIGHT_TYPE_0
half4 shapeLight0 = SAMPLE_TEXTURE2D(_ShapeLightTexture0, sampler_ShapeLightTexture0, lightingUV);
if (any(_ShapeLightMaskFilter0))
{
half4 processedMask = (1 - _ShapeLightInvertedFilter0) * mask + _ShapeLightInvertedFilter0 * (1 - mask);
shapeLight0 *= dot(processedMask, _ShapeLightMaskFilter0);
}
half4 shapeLight0Modulate = shapeLight0 * _ShapeLightBlendFactors0.x;
half4 shapeLight0Additive = shapeLight0 * _ShapeLightBlendFactors0.y;
#else
half4 shapeLight0Modulate = 0;
half4 shapeLight0Additive = 0;
#endif
#if USE_SHAPE_LIGHT_TYPE_1
half4 shapeLight1 = SAMPLE_TEXTURE2D(_ShapeLightTexture1, sampler_ShapeLightTexture1, lightingUV);
if (any(_ShapeLightMaskFilter1))
{
half4 processedMask = (1 - _ShapeLightInvertedFilter1) * mask + _ShapeLightInvertedFilter1 * (1 - mask);
shapeLight1 *= dot(processedMask, _ShapeLightMaskFilter1);
}
half4 shapeLight1Modulate = shapeLight1 * _ShapeLightBlendFactors1.x;
half4 shapeLight1Additive = shapeLight1 * _ShapeLightBlendFactors1.y;
#else
half4 shapeLight1Modulate = 0;
half4 shapeLight1Additive = 0;
#endif
#if USE_SHAPE_LIGHT_TYPE_2
half4 shapeLight2 = SAMPLE_TEXTURE2D(_ShapeLightTexture2, sampler_ShapeLightTexture2, lightingUV);
if (any(_ShapeLightMaskFilter2))
{
half4 processedMask = (1 - _ShapeLightInvertedFilter2) * mask + _ShapeLightInvertedFilter2 * (1 - mask);
shapeLight2 *= dot(processedMask, _ShapeLightMaskFilter2);
}
half4 shapeLight2Modulate = shapeLight2 * _ShapeLightBlendFactors2.x;
half4 shapeLight2Additive = shapeLight2 * _ShapeLightBlendFactors2.y;
#else
half4 shapeLight2Modulate = 0;
half4 shapeLight2Additive = 0;
#endif
#if USE_SHAPE_LIGHT_TYPE_3
half4 shapeLight3 = SAMPLE_TEXTURE2D(_ShapeLightTexture3, sampler_ShapeLightTexture3, lightingUV);
if (any(_ShapeLightMaskFilter3))
{
half4 processedMask = (1 - _ShapeLightInvertedFilter3) * mask + _ShapeLightInvertedFilter3 * (1 - mask);
shapeLight3 *= dot(processedMask, _ShapeLightMaskFilter3);
}
half4 shapeLight3Modulate = shapeLight3 * _ShapeLightBlendFactors3.x;
half4 shapeLight3Additive = shapeLight3 * _ShapeLightBlendFactors3.y;
#else
half4 shapeLight3Modulate = 0;
half4 shapeLight3Additive = 0;
#endif
half4 finalOutput;
#if !USE_SHAPE_LIGHT_TYPE_0 && !USE_SHAPE_LIGHT_TYPE_1 && !USE_SHAPE_LIGHT_TYPE_2 && ! USE_SHAPE_LIGHT_TYPE_3
finalOutput = color;
#else
half4 finalModulate = shapeLight0Modulate + shapeLight1Modulate + shapeLight2Modulate + shapeLight3Modulate;
half4 finalAdditve = shapeLight0Additive + shapeLight1Additive + shapeLight2Additive + shapeLight3Additive;
finalOutput = _HDREmulationScale * (color * finalModulate + finalAdditve);
half luminance = max(finalModulate.r, max(finalModulate.g, finalModulate.b));
finalOutput.a = min(luminance * 2, color.a);
#endif
finalOutput = finalOutput *_UseSceneLighting + (1 - _UseSceneLighting)*color;
return max(0, finalOutput);
}
#endif
他添加的部分是从 half luminance....
将它们复制到您自己的文件中后,您可以使用.shader
文件将其添加到material,然后将其应用到您想要在阴影中消失的对象。所以如果光线照射到物体上它就会出现,但是随着光源靠近那个物体它会逐渐出现,唯一的缺点是游戏中必须有光源才能用来计算亮度,否则对象将默认恢复为 1 的亮度,这意味着完全可见。但是,我认为如果你想让一个物体消失在阴影中,那么你很可能会使用光源。这是它的样子:
当然,您可以调整光源和强度以获得您想要的结果。
如果你有任何问题,我想你可以评论什么,我会在看到评论后提供帮助。