![](https://img.haomeiwen.com/i13943721/1659fb46391beec3.png)
image.png
Shader "Custom/CameraDirectionAttenuationShader"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
}
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;
};
struct v2f
{
float2 uv : TEXCOORD0;
UNITY_FOG_COORDS(1)
float4 vertex : SV_POSITION;
float3 vertex_w : TEXCOORD1;
};
sampler2D _MainTex;
float4 _MainTex_ST;
v2f vert (appdata v)
{
v2f o;
o.vertex_w= mul(unity_ObjectToWorld,v.vertex) ;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
UNITY_TRANSFER_FOG(o,o.vertex);
return o;
}
half getMold(fixed3 v)
{
return pow( (pow(v.x,2)+pow(v.y,2)+pow(v.z,2)),0.5);
}
fixed4 frag (v2f i) : SV_Target
{
// sample the texture
fixed3 center = unity_ObjectToWorld._14_24_34; //获取物体轴点世界空间位置
half r = 0.5; //球半径
//球面上离相机最近的一点
fixed3 nearestPos = center+ normalize (_WorldSpaceCameraPos.xyz-center.xyz)*r;
fixed4 col = {0,0,0,1};
fixed3 delta = i. vertex_w.xyz - nearestPos .xyz ;// * UNITY_MATRIX_V[2].xyz
col.x =1- getMold(delta) /(r*2);
if(getMold(delta) >= r*0.5)
{
col.y=1;
}
// apply fog
UNITY_APPLY_FOG(i.fogCoord, col);
return col;
}
ENDCG
}
}
}
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