Unity 对象颜色梯形渐变Shader,可调节

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无轮廓光。颜色可调节,明亮度,虚化度,底色,上色,渐变值

有轮廓光和法线贴图,可以调节。颜色可调节,明亮度,虚化度,底色,上色,渐变值

有轮廓光和法线贴图,可以调节。颜色可调节,明亮度,虚化度,底色,上色,渐变值

1.代码如下(这个无外发光):

Shader "MyShader/LinearGradientsNoLight" {    Properties    {        [HideInInspector] __dirty("", Int) = 1        _Soften("Soften", Range(0.1 , 10)) = 1.092425        _MainValue("MainValue", Range(-10 , 10)) = -0.0336646        _Brightness("Brightness", Range(0 , 1)) = 0.2873606        _GroundColor("GroundColor", Color) = (0.9448276,0,1,0)        _UpperColor("UpperColor", Color) = (1,1,1,0)    }        SubShader    {        Tags{ "RenderType" = "Opaque"  "Queue" = "Geometry+0" "IgnoreProjector" = "True" }        Cull Back        CGPROGRAM#include "UnityShaderVariables.cginc"#pragma target 3.0#pragma multi_compile_instancing#pragma surface surf Standard keepalpha addshadow fullforwardshadows         struct Input    {        float3 worldPos;    };    uniform float _MainValue;    uniform float _Soften;    uniform float _Brightness;    UNITY_INSTANCING_CBUFFER_START(MyShaderTestShader)        UNITY_DEFINE_INSTANCED_PROP(float4, _GroundColor)        UNITY_DEFINE_INSTANCED_PROP(float4, _UpperColor)        UNITY_INSTANCING_CBUFFER_END        void surf(Input i , inout SurfaceOutputStandard o)    {        float4 _GroundColor_Instance = UNITY_ACCESS_INSTANCED_PROP(_GroundColor);        float4 _UpperColor_Instance = UNITY_ACCESS_INSTANCED_PROP(_UpperColor);        float3 ase_vertex3Pos = mul(unity_WorldToObject, float4(i.worldPos , 1));        float clampResult55 = clamp(saturate(((ase_vertex3Pos.y + _MainValue) / _Soften)) , _Brightness , 1.0);        float4 lerpResult61 = lerp(_GroundColor_Instance , _UpperColor_Instance , clampResult55);        o.Albedo = lerpResult61.rgb;        o.Alpha = 1;    }    ENDCG    }        Fallback "Diffuse"        CustomEditor "ASEMaterialInspector"}

2.代码如下(这个有轮廓外发光):

有轮廓光和法线贴图,可以调节。颜色可调节,明亮度,虚化度,底色,上色,渐变值

// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'Shader "MyShader/LinearGradients"{    Properties    {        [HideInInspector] __dirty("", Int) = 1        _Emission("Emission", Range(0 , 10)) = 0        _EmissionColor("EmissionColor", Color) = (0,0,0,0)        _Soften("Soften", Range(0.1 , 10)) = 1.092425        _MainValue("MainValue", Range(-10 , 10)) = -0.0336646        _Brightness("Brightness", Range(0 , 1)) = 0.2873606        _GroundColor("GroundColor", Color) = (0.9448276,0,1,0)        _UpperColor("UpperColor", Color) = (1,1,1,0)        _Normal("Normal", 2D) = "bump" {}    [HideInInspector] _texcoord("", 2D) = "white" {}    }        SubShader    {        Tags{ "RenderType" = "Opaque"  "Queue" = "Geometry+0" "IgnoreProjector" = "True" "IsEmissive" = "true" }        Cull Back        CGINCLUDE#include "UnityShaderVariables.cginc"#include "UnityPBSLighting.cginc"#include "Lighting.cginc"#pragma target 3.0#pragma multi_compile_instancing#ifdef UNITY_PASS_SHADOWCASTER#undef INTERNAL_DATA#undef WorldReflectionVector#undef WorldNormalVector#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))#endif        struct Input    {        float2 uv_texcoord;        float3 worldPos;        float3 viewDir;        INTERNAL_DATA    };    uniform sampler2D _Normal;    uniform float4 _Normal_ST;    uniform float _MainValue;    uniform float _Soften;    uniform float _Brightness;    uniform float _Emission;    uniform float4 _EmissionColor;    UNITY_INSTANCING_CBUFFER_START(MyTestShader)        UNITY_DEFINE_INSTANCED_PROP(float4, _GroundColor)        UNITY_DEFINE_INSTANCED_PROP(float4, _UpperColor)        UNITY_INSTANCING_CBUFFER_END        void surf(Input i , inout SurfaceOutputStandard o)    {        float2 uv_Normal = i.uv_texcoord * _Normal_ST.xy + _Normal_ST.zw;        float3 tex2DNode76 = UnpackNormal(tex2D(_Normal, uv_Normal));        o.Normal = tex2DNode76;        float4 _GroundColor_Instance = UNITY_ACCESS_INSTANCED_PROP(_GroundColor);        float4 _UpperColor_Instance = UNITY_ACCESS_INSTANCED_PROP(_UpperColor);        float3 ase_vertex3Pos = mul(unity_WorldToObject, float4(i.worldPos , 1));        float clampResult55 = clamp(saturate(((ase_vertex3Pos.y + _MainValue) / _Soften)) , _Brightness , 1.0);        float4 lerpResult61 = lerp(_GroundColor_Instance , _UpperColor_Instance , clampResult55);        o.Albedo = lerpResult61.rgb;        float3 normalizeResult72 = normalize(i.viewDir);        float dotResult70 = dot(tex2DNode76 , normalizeResult72);        o.Emission = (pow((1.0 - saturate(dotResult70)) , _Emission) * _EmissionColor).rgb;        o.Alpha = 1;    }    ENDCG        CGPROGRAM#pragma surface surf Standard keepalpha fullforwardshadows         ENDCG        Pass    {        Name "ShadowCaster"        Tags{ "LightMode" = "ShadowCaster" }        ZWrite On        CGPROGRAM#pragma vertex vert#pragma fragment frag#pragma target 3.0#pragma multi_compile_shadowcaster#pragma multi_compile UNITY_PASS_SHADOWCASTER#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2# include "HLSLSupport.cginc"#if ( SHADER_API_D3D11 || SHADER_API_GLCORE || SHADER_API_GLES3 || SHADER_API_METAL || SHADER_API_VULKAN )#define CAN_SKIP_VPOS#endif#include "UnityCG.cginc"#include "Lighting.cginc"#include "UnityPBSLighting.cginc"        sampler3D _DitherMaskLOD;    struct v2f    {        V2F_SHADOW_CASTER;        float3 worldPos : TEXCOORD6;        float4 tSpace0 : TEXCOORD1;        float4 tSpace1 : TEXCOORD2;        float4 tSpace2 : TEXCOORD3;        float4 texcoords01 : TEXCOORD4;        UNITY_VERTEX_INPUT_INSTANCE_ID    };    v2f vert(appdata_full v)    {        v2f o;        UNITY_SETUP_INSTANCE_ID(v);        UNITY_INITIALIZE_OUTPUT(v2f, o);        UNITY_TRANSFER_INSTANCE_ID(v, o);        float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;        half3 worldNormal = UnityObjectToWorldNormal(v.normal);        fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);        fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;        fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;        o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);        o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);        o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);        o.texcoords01 = float4(v.texcoord.xy, v.texcoord1.xy);        o.worldPos = worldPos;        TRANSFER_SHADOW_CASTER_NORMALOFFSET(o)            return o;    }    fixed4 frag(v2f IN#if !defined( CAN_SKIP_VPOS )        , UNITY_VPOS_TYPE vpos : VPOS#endif    ) : SV_Target    {        UNITY_SETUP_INSTANCE_ID(IN);    Input surfIN;    UNITY_INITIALIZE_OUTPUT(Input, surfIN);    surfIN.uv_texcoord.xy = IN.texcoords01.xy;    float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);    fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));    surfIN.viewDir = IN.tSpace0.xyz * worldViewDir.x + IN.tSpace1.xyz * worldViewDir.y + IN.tSpace2.xyz * worldViewDir.z;    surfIN.worldPos = worldPos;    surfIN.internalSurfaceTtoW0 = IN.tSpace0.xyz;    surfIN.internalSurfaceTtoW1 = IN.tSpace1.xyz;    surfIN.internalSurfaceTtoW2 = IN.tSpace2.xyz;    SurfaceOutputStandard o;    UNITY_INITIALIZE_OUTPUT(SurfaceOutputStandard, o)        surf(surfIN, o);#if defined( CAN_SKIP_VPOS )    float2 vpos = IN.pos;#endif    SHADOW_CASTER_FRAGMENT(IN)    }        ENDCG    }    }        Fallback "Diffuse"        CustomEditor "ASEMaterialInspector"}
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