09.Unity ShaderGraph實例(LWRP+UnitMaster節點製作自發光效果的精靈)

Node:Time
Node:Multiply
Node:Sine
Node:Remap
Node:Lerp
Node:OneMinus
Node:Branch
ShardGraph:基於時間的週期處理
ShardGraph:另一種過濾精靈Alpha方法


原始圖和效果展示

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Node:Time

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功能定義

在Shader中提供訪問時間單位的參數

端口介紹
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代碼生成

float Time_Time = _Time.y;
float Time_SineTime = _SinTime.w;
float Time_CosineTime = _CosTime.w;
float Time_DeltaTime = unity_DeltaTime.x;
float Time_SmoothDelta = unity_DeltaTime.z;

Node:Multiply

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功能定義

返回A乘於B的結果,如果A和B是同一維度的向量,結果也是同維度;如果一個是Vector,另外一個是Martix,則返回Vector;如果一個是一維度另外一個是四維度,則返回四維度。

端口介紹
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代碼生成
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Node:Sine

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功能定義

返回輸入值的正弦值

端口介紹
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代碼生成

void Unity_Sine_float4(float4 In, out float4 Out)
{
    Out = sin(In);
}

Node:Remap

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功能定義

Remap中文意思是重新映射,和Mathf.Clamp功能類似;限制一個數值的範圍在[x,y]之間。限制輸入的In最小值在In Min Max之間,輸出值在Out Min Max之間。

端口介紹
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代碼生成

void Unity_Remap_float4(float4 In, float2 InMinMax, float2 OutMinMax, out float4 Out)
{
    Out = OutMinMax.x + (In - InMinMax.x) * (OutMinMax.y - OutMinMax.x) / (InMinMax.y - InMinMax.x);
}

Node:Lerp

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功能定義

返回基於T時間的進度[0,1]範圍來取值A,B;如果T是0則取值A,如果T是1則取值B,如果T是0.5則取AB之間的值。

端口介紹
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代碼生成

void Unity_Lerp_float4(float4 A, float4 B, float4 T, out float4 Out)
{
    Out = lerp(A, B, T);
}

Node:OneMinus

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功能定義

返回輸入的結果In通過1來相減

端口介紹
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代碼生成

void Unity_OneMinus_float4(float4 In, out float4 Out)
{
    Out = 1 - In;
}

Node:Branch

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功能定義

爲Shader提供動態的分支;如果斷言(Predicate)爲真,則通過True來輸入,反之False也成立;這個決策在Shader的每個頂點或每個像素階段;兩邊的分支都會在Shader中計算,即使有一個分支永遠無法輸出。

端口介紹
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代碼生成

void Unity_Branch_float4(float Predicate, float4 True, float4 False, out float4 Out)
{
    Out = lerp(False, True, Predicate);
}

ShardGraph:基於時間的週期處理

Thinking in logic
基於時間單位的週期處理
需要時間Time,通常會攜帶一個速度Vector1,Time進行輸出,乘於速度方便調整
Time用Sine Time,NO!因爲我們有攜帶速度,Sine Time是已經經過轉換的速度,取值[-1,1];這個數據再和速度相乘沒有 任何的意義,用普通Time,普通的Time是一個單位增量,1 2 3 … n;這個數據和速度搭配有意義;那麼可以用Delta Time?
DeltaTime是每幀的執行時間間隔,1秒幀閃60下?沒有意義
週期處理需要用到週期函數,Sine Cosine都可以,一個是正弦一個是餘弦,功能上有一點差別,如果你想順着來用正弦,你想倒着來則用餘弦函數
正弦和餘弦的取值都是[-1,1]
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ShardGraph:另一種過濾精靈Alpha方法

上次實例的Alpha通道沒有理清楚,這次又遇到,有了一些瞭解
無論是PBR還是Unit都有Alpha和AlphaClipThreshold字段輸入端口
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【0是全透明,1是不透明】
Alpha並不會改變紋理的透明度,只會作用於透明通道和自己功能AlphaClipThreshold;其實只有一個功能,給AlphaClipThreshold來當參數輸入數值的,打前鋒的
AlphaClipThreshold這個高大上的輸入節點,開始剔除Alpha通道,如果低於上面輸入的Alpha的值則不顯示
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顯示預覽圖中,白色的是Alpha通道,白色的區域表示這裏有其他顏色佔領了,在Alpha通道中就變成了白色
不能直接剔除Alpha通道的區域,因爲這塊區域本來就是真實貼圖內容,應該是剔除Alpha通道之外的區域
那麼,Alpha的取值是[0,1];正常情況下的0要變成1,用1去相減就可以轉換過來
最後取一個適中的值,不至於剔除太嚴重,>>>Alpha = 0.5


源碼

新建一個文件,後綴爲.shadergraph

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            },
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        },
        {
            "typeInfo": {
                "fullName": "UnityEditor.ShaderGraph.Vector1ShaderProperty"
            },
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        },
        {
            "typeInfo": {
                "fullName": "UnityEditor.ShaderGraph.TextureShaderProperty"
            },
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        },
        {
            "typeInfo": {
                "fullName": "UnityEditor.ShaderGraph.BooleanShaderProperty"
            },
            "JSONnodeData": "{\n    \"m_Value\": false,\n    \"m_Name\": \"Branch\",\n    \"m_GeneratePropertyBlock\": true,\n    \"m_Guid\": {\n        \"m_GuidSerialized\": \"116d4ca1-f251-4c54-aa5a-6a0d15449f72\"\n    },\n    \"m_OverrideReferenceName\": \"\"\n}"
        }
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    "m_SerializableNodes": [
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            "JSONnodeData": "{\n    \"m_GuidSerialized\": \"101b8f36-435c-4d73-800f-6440e5c71d89\",\n    \"m_Name\": \"Unlit Master\",\n    \"m_DrawState\": {\n        \"m_Expanded\": true,\n        \"m_Position\": {\n            \"serializedVersion\": \"2\",\n            \"x\": 1224.326171875,\n            \"y\": -390.85443115234377,\n            \"width\": 208.0,\n            \"height\": 350.0\n        }\n    },\n    \"m_SerializableSlots\": [\n        {\n            \"typeInfo\": {\n                \"fullName\": \"UnityEditor.ShaderGraph.PositionMaterialSlot\"\n            },\n            \"JSONnodeData\": \"{\\n    \\\"m_Id\\\": 9,\\n    \\\"m_DisplayName\\\": \\\"Position\\\",\\n    \\\"m_SlotType\\\": 0,\\n    \\\"m_Priority\\\": 2147483647,\\n    \\\"m_Hidden\\\": false,\\n    \\\"m_ShaderOutputName\\\": \\\"Position\\\",\\n    \\\"m_StageCapability\\\": 1,\\n    \\\"m_Value\\\": {\\n        \\\"x\\\": 0.0,\\n        \\\"y\\\": 0.0,\\n        \\\"z\\\": 0.0\\n    },\\n    \\\"m_DefaultValue\\\": {\\n        \\\"x\\\": 0.0,\\n        \\\"y\\\": 0.0,\\n        \\\"z\\\": 0.0\\n    },\\n    \\\"m_Labels\\\": [\\n        \\\"X\\\",\\n        \\\"Y\\\",\\n        \\\"Z\\\"\\n    ],\\n    \\\"m_Space\\\": 0\\n}\"\n        },\n        {\n            \"typeInfo\": {\n                \"fullName\": \"UnityEditor.ShaderGraph.ColorRGBMaterialSlot\"\n            },\n            \"JSONnodeData\": \"{\\n    \\\"m_Id\\\": 0,\\n    \\\"m_DisplayName\\\": \\\"Color\\\",\\n    \\\"m_SlotType\\\": 0,\\n    \\\"m_Priority\\\": 2147483647,\\n    \\\"m_Hidden\\\": false,\\n    \\\"m_ShaderOutputName\\\": \\\"Color\\\",\\n    \\\"m_StageCapability\\\": 2,\\n    \\\"m_Value\\\": {\\n        \\\"x\\\": 0.5,\\n        \\\"y\\\": 0.5,\\n        \\\"z\\\": 0.5\\n    },\\n    \\\"m_DefaultValue\\\": {\\n        \\\"x\\\": 0.0,\\n        \\\"y\\\": 0.0,\\n        \\\"z\\\": 0.0\\n    },\\n    \\\"m_Labels\\\": [\\n        \\\"X\\\",\\n        \\\"Y\\\",\\n        \\\"Z\\\"\\n    ],\\n    \\\"m_ColorMode\\\": 0\\n}\"\n        },\n        {\n            \"typeInfo\": {\n                \"fullName\": \"UnityEditor.ShaderGraph.Vector1MaterialSlot\"\n            },\n            \"JSONnodeData\": \"{\\n    \\\"m_Id\\\": 7,\\n    \\\"m_DisplayName\\\": \\\"Alpha\\\",\\n    \\\"m_SlotType\\\": 0,\\n    \\\"m_Priority\\\": 2147483647,\\n    \\\"m_Hidden\\\": false,\\n    \\\"m_ShaderOutputName\\\": \\\"Alpha\\\",\\n    \\\"m_StageCapability\\\": 2,\\n    \\\"m_Value\\\": 0.5,\\n    \\\"m_DefaultValue\\\": 1.0,\\n    \\\"m_Labels\\\": [\\n        \\\"X\\\"\\n    ]\\n}\"\n        },\n        {\n            \"typeInfo\": {\n                \"fullName\": \"UnityEditor.ShaderGraph.Vector1MaterialSlot\"\n            },\n            \"JSONnodeData\": \"{\\n    \\\"m_Id\\\": 8,\\n    \\\"m_DisplayName\\\": \\\"AlphaClipThreshold\\\",\\n    \\\"m_SlotType\\\": 0,\\n    \\\"m_Priority\\\": 2147483647,\\n    \\\"m_Hidden\\\": false,\\n    \\\"m_ShaderOutputName\\\": \\\"AlphaClipThreshold\\\",\\n    \\\"m_StageCapability\\\": 2,\\n    \\\"m_Value\\\": 0.0,\\n    \\\"m_DefaultValue\\\": 0.0,\\n    \\\"m_Labels\\\": [\\n        \\\"X\\\"\\n    ]\\n}\"\n        }\n    ],\n    \"m_PreviewExpanded\": true,\n    \"m_SerializableSubShaders\": [\n        {\n            \"typeInfo\": {\n                \"fullName\": \"UnityEngine.Experimental.Rendering.LightweightPipeline.LightWeightUnlitSubShader\"\n            },\n            \"JSONnodeData\": \"{}\"\n        }\n    ],\n    \"m_SurfaceType\": 0,\n    \"m_AlphaMode\": 0,\n    \"m_TwoSided\": false\n}"
        },
        {
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        },
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            "typeInfo": {
                "fullName": "UnityEditor.ShaderGraph.MultiplyNode"
            },
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        },
        {
            "typeInfo": {
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            },
            "JSONnodeData": "{\n    \"m_GuidSerialized\": \"e0d6c849-5e80-4f95-bb35-1e8667b9b26d\",\n    \"m_Name\": \"Property\",\n    \"m_DrawState\": {\n        \"m_Expanded\": true,\n        \"m_Position\": {\n            \"serializedVersion\": \"2\",\n            \"x\": -1406.5701904296875,\n            \"y\": -628.7871704101563,\n            \"width\": 91.0,\n            \"height\": 77.0\n        }\n    },\n    \"m_SerializableSlots\": [\n        {\n            \"typeInfo\": {\n                \"fullName\": \"UnityEditor.ShaderGraph.Vector1MaterialSlot\"\n            },\n            \"JSONnodeData\": \"{\\n    \\\"m_Id\\\": 0,\\n    \\\"m_DisplayName\\\": \\\"Speed\\\",\\n    \\\"m_SlotType\\\": 1,\\n    \\\"m_Priority\\\": 2147483647,\\n    \\\"m_Hidden\\\": false,\\n    \\\"m_ShaderOutputName\\\": \\\"Out\\\",\\n    \\\"m_StageCapability\\\": 3,\\n    \\\"m_Value\\\": 0.0,\\n    \\\"m_DefaultValue\\\": 0.0,\\n    \\\"m_Labels\\\": [\\n        \\\"X\\\"\\n    ]\\n}\"\n        }\n    ],\n    \"m_PreviewExpanded\": true,\n    \"m_PropertyGuidSerialized\": \"82416e16-c90c-428a-9e5b-adadb1ba618d\"\n}"
        },
        {
            "typeInfo": {
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