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Using depth data to achieve scanning effects, x-ray effects, and shield energy field effects. Version Unity5.6 +

License: MIT License

C# 18.09% ShaderLab 81.91%

unityspecialeffectwithdepth's Introduction

UnitySpecialEffectWithDepth


描述:

利用深度信息实现扫描效果、x光效果以及护盾能量场效果。

版本:

Unity5.6+ (从5.5开始unity已经开始使用 reversed-z)


内容:

获取深度信息

Assets\RenderDepthMap

QQ截图20170619232147.png

扫描网效果(ScannerEffect)

Assets\ScannerEffect

12.gif

按C键触发/Press 'C'

穿墙透视效果(XrayEffect)

Assets\SeeThroughWall

123.gif

能量场效果(ForceFieldEffect)

Assets\ForceField seethewall4erddw33.gif

ref:

【1】Siggraph2011_SpecialEffectsWithDepth_WithNotes。“Special Effects with Depth” talk at SIGGRAPH – Unity Blog

【2】Unity Shaders - Depth and Normal Textures (Part 2)

【3】Using Depth Textures Unity手册

【4】Unity - Get Unity - Download Archive Unity内置shader

【5】Makin' Stuff Look Good

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unityspecialeffectwithdepth's Issues

Draw order and z test problem for the "SeeThroughWall" example

Hi, thanks for your tutorial. I played around the "SeeThroughWall" example and found a few problems, I think it's related to the render queue and z test but I don't know how to fix it elegantly. See the pic blow.
1.Duplicate the character and rotate the scene
ztest_problem
2.Scale the wall a little bit, offset the wall to change the draw order
queue_problem

ForceField效果的三个小问题

110行的_DistortTimeFactor是不是应该在tex2D里面去乘_Time.xy?
这样写去乘采样结果有点意义不明啊。。

第二就是GrabPass的时候给了个名字,那前后两个力场效果重叠的时候用的同一个GrabTex,效果上是有点问题的。
但是如果独立grab,一方面是性能问题,另一方面我试了一下好像也没有完全解决重叠的问题。

还有就是会有未扭曲的成分仍然会被混合进去,不过我不知道是不是特意为之。

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