Unity3dShader-积雪

作者: Alphazhu | 来源:发表于2017-09-05 13:58 被阅读45次
    Shader "TA/Snow"
    {
        Properties
        {
            _MainTex ("Texture", 2D) = "white" {}
            _AddTex ("AddTex",2D) = "white" {}
            _BumpMap("BumpMap",2D)= "white" {}
            _SnowStep(" Snow",Range(0,1))=0.5
            _LightDir("LightDir",vector) = (0,0,1,1)
        }
        SubShader
        {
            Tags { "RenderType"="Opaque" }
            LOD 100
    
            Pass
            {
                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;
                    half3 vnormal : NORMAL;
                };
    
                struct v2f
                {
                    float2 uv : TEXCOORD0;
                    UNITY_FOG_COORDS(1)
                    float4 vertex : SV_POSITION;
                    fixed3 normal : NORMAL;
                };
    
                sampler2D _MainTex,_AddTex,_BumpMap;
                fixed _SnowStep;
                half4 _MainTex_ST,_LightDir;
                
                v2f vert (appdata v)
                {
                    v2f o;
                    o.vertex = UnityObjectToClipPos(v.vertex);
                    o.uv = TRANSFORM_TEX(v.uv, _MainTex);
                    o.normal = v.vnormal;
                    UNITY_TRANSFER_FOG(o,o.vertex);
    
                    return o;
                }
                
                fixed4 frag (v2f i) : SV_Target
                {
                    fixed4 s = tex2D(_AddTex, i.uv);
                    half3 customColor = step(1-_SnowStep*s.a,i.normal.y);
                    fixed4 col = tex2D(_MainTex, i.uv);
                    fixed3 bum = UnpackNormal(tex2D(_BumpMap, i.uv) * _LightDir.w);
                    half sDir = max(0,dot(_LightDir,bum));
                    
                    // apply fog
                    UNITY_APPLY_FOG(i.fogCoord, col);
                    return half4((col.rgb*sDir + customColor*s*0.7),1);
                }
                ENDCG
            }
        }
    }
    
    
    

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        本文标题:Unity3dShader-积雪

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