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shader that makes object look hollow

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I am using the Standard render pipeline. I have found a shader I would like to use for a project. It simulates a liquid that can be filled up in the shape of the object its attached to. A liquid should have a top surface, and the shader has a variable for setting _TopColor which also looks fine when used. But if another object intersects with the top surface it becomes clear that there is no surface and the object looks hollow. As seen on these pictures where I took a standard sphere object, attached the shader and filled it to around 75%, and stuck a cube object into it, you can see that it looks like a hollow bowl. On the second picture I faked the result I would like to achieve by adding another object inside, which makes it look like the liquid actually has a top surface. ![alt text][1] ![alt text][2] [1]: /storage/temp/187446-nosurfaceliquid.png [2]: /storage/temp/187447-surfaceliquid.png Here is the code for the shader: Shader "Unlit/LiquidShader" { Properties { _Tint("Tint", Color) = (1,1,1,1) _MainTex("Texture", 2D) = "white" {} _FillAmount("Fill Amount", Range(0,100)) = 0.0 [HideInInspector] _WobbleX("WobbleX", Range(-1,1)) = 0.0 [HideInInspector] _WobbleZ("WobbleZ", Range(-1,1)) = 0.0 _TopColor("Top Color", Color) = (1,1,1,1) _FoamColor("Foam Line Color", Color) = (1,1,1,1) _Rim("Foam Line Width", Range(0,0.1)) = 0.0 _RimColor("Rim Color", Color) = (1,1,1,1) _RimPower("Rim Power", Range(0,10)) = 0.0 } SubShader { Tags {"Queue" = "Geometry" "DisableBatching" = "True" } Pass { Zwrite On Cull Off // we want the front and back faces AlphaToMask On // transparency CGPROGRAM #pragma vertex vert #pragma fragment frag // make fog work #pragma multi_compile_fog #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; float3 normal : NORMAL; }; struct v2f { float2 uv : TEXCOORD0; UNITY_FOG_COORDS(1) float4 vertex : SV_POSITION; float3 viewDir : COLOR; float3 normal : COLOR2; float fillEdge : TEXCOORD2; }; sampler2D _MainTex; float4 _MainTex_ST; float _FillAmount, _WobbleX, _WobbleZ; float4 _TopColor, _RimColor, _FoamColor, _Tint; float _Rim, _RimPower; float4 RotateAroundYInDegrees(float4 vertex, float degrees) { float alpha = degrees * UNITY_PI / 180; float sina, cosa; sincos(alpha, sina, cosa); float2x2 m = float2x2(cosa, sina, -sina, cosa); return float4(vertex.yz , mul(m, vertex.xz)).xzyw; } v2f vert(appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = TRANSFORM_TEX(v.uv, _MainTex); UNITY_TRANSFER_FOG(o,o.vertex); // get world position of the vertex float3 worldPos = mul(unity_ObjectToWorld, v.vertex.xyz); // rotate it around XY float3 worldPosX = RotateAroundYInDegrees(float4(worldPos,0),360); // rotate around XZ float3 worldPosZ = float3 (worldPosX.y, worldPosX.z, worldPosX.x); // combine rotations with worldPos, based on sine wave from script float3 worldPosAdjusted = worldPos + (worldPosX * _WobbleX) + (worldPosZ * _WobbleZ); // how high up the liquid is o.fillEdge = worldPosAdjusted.y * 139 + (_FillAmount - 50); o.viewDir = normalize(ObjSpaceViewDir(v.vertex)); o.normal = v.normal; return o; } fixed4 frag(v2f i, fixed facing : VFACE) : SV_Target { // sample the texture fixed4 col = tex2D(_MainTex, i.uv) * _Tint; // apply fog UNITY_APPLY_FOG(i.fogCoord, col); // rim light float dotProduct = 1 - pow(dot(i.normal, i.viewDir), _RimPower); float4 RimResult = smoothstep(0.5, 1.0, dotProduct); RimResult *= _RimColor; // foam edge float4 foam = (step(i.fillEdge, 0.5) - step(i.fillEdge, (0.5 - _Rim))); float4 foamColored = foam * (_FoamColor * 0.9); // rest of the liquid float4 result = step(i.fillEdge, 0.1) - foam; float4 resultColored = result * col; // both together, with the texture float4 finalResult = resultColored + foamColored; finalResult.rgb += RimResult; // color of backfaces/ top float4 topColor = _TopColor * (foam + result); //VFACE returns positive for front facing, negative for backfacing return facing > 0 ? finalResult : topColor; } ENDCG } } } Can anyone with a better understanding of writing shaders help with what should be changed in the shader code or if what I am trying to achieve is even possible?

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