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半透明效果

半透明效果

作者: 代码记录器 | 来源:发表于2018-09-18 15:48 被阅读0次
    Shader "MyShader/TransShader"
    {
        Properties
        {
            _RimColor ("Rim Color", Color) = (0.5,0.5,0.5,0.5)
            _InnerColor ("Inner Color", Color) = (0.5,0.5,0.5,0.5)
            _InnerColorPower ("Inner Color Power", Range(0.0,1.0)) = 0.5
            _RimPower ("Rim Power", Range(0.0,10.0)) = 2.5
            _AlphaPower ("Alpha Rim Power", Range(0.0,16.0)) = 4.0
            _AllPower ("All Power", Range(0.0, 20.0)) = 1.0
        }
        SubShader
        {
            Tags { "RenderType"="Transparent" "IgnoreProjector"="True" "Queue"="Transparent" }
            LOD 100
            Blend SrcAlpha OneMinusSrcAlpha
            ZWrite On
            Pass
            {
                ZWrite On
                ColorMask 0  //用于设置颜色通道的写掩码,0表示不写入任何通道
            }
            Pass
            {
                CGPROGRAM
                #pragma vertex vert
                #pragma fragment frag
                 
                #include "UnityCG.cginc"
                #include "Lighting.cginc"
                #include "AutoLight.cginc"
    
                struct appdata
                {
                    float3 normal:NORMAL;
                    float4 vertex : POSITION;
                };
     
                struct v2f
                {
                    float3 worldNormal : TEXCOORD0;
                    float3 worldPos : TEXCOORD1;
                    float4 pos : SV_POSITION;
                };
     
                float4 _RimColor;
                float _RimPower;
                float _AlphaPower;
                float _AlphaMin;
                float _InnerColorPower;
                float _AllPower;
                float4 _InnerColor;
                 
                v2f vert (appdata v)
                {
                    v2f o;
                    o.worldNormal = UnityObjectToWorldNormal(v.normal);
                    o.pos = UnityObjectToClipPos(v.vertex);
                    o.worldPos = mul(unity_ObjectToWorld,v.vertex).xyz;
                    return o;
                }
                 
                fixed4 frag (v2f i) : SV_Target
                {
                    fixed3 worldNormal = normalize(i.worldNormal);
                    fixed3 worldLightDir = normalize(UnityWorldSpaceLightDir(i.worldPos));
                    fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(i.worldPos));
    //                fixed3 albedo = _Color.rgb;
    //                fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz * albedo;
    //                fixed3 diffuse = _LightColor0.rgb * albedo * max(0,dot(worldNormal,worldLightDir)
                    half rim = 1.0 - saturate(dot(worldViewDir, worldNormal));
                    fixed3 c = _RimColor.rgb * pow(rim, _RimPower) * _AllPower + (_InnerColor.rgb * 2 * _InnerColorPower);
                    return fixed4(c, (pow(rim, _AlphaPower)) * _AllPower);
                }
                ENDCG
            }
        }
        Fallback "Transparent/VertexLit"
    }
    

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          本文标题:半透明效果

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