Shader学习历程(三)——shaderlab中边缘光的不同实现

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学习,由易到难。
这里写图片描述

Surface Shaders实现:

Shader "Custom/sahder1.1" {    Properties {        _Color ("Color", Color) = (1,1,1,1)        _MainTex ("Albedo (RGB)", 2D) = "white" {}        _Glossiness ("Smoothness", Range(0,1)) = 0.5        _Metallic ("Metallic", Range(0,1)) = 0.0    }    SubShader {        Tags { "RenderType"="Opaque" }        LOD 200        CGPROGRAM        // Physically based Standard lighting model, and enable shadows on all light types        #pragma surface surf Standard fullforwardshadows        // Use shader model 3.0 target, to get nicer looking lighting        #pragma target 3.0        sampler2D _MainTex;        struct Input {            float2 uv_MainTex;            float3 worldNormal;            float3 viewDir;        };        half _Glossiness;        half _Metallic;        fixed4 _Color;        void surf (Input IN, inout SurfaceOutputStandard o) {            // Albedo comes from a texture tinted by color            fixed4 c = tex2D (_MainTex, IN.uv_MainTex);            o.Albedo = c.rgb;            // Metallic and smoothness come from slider variables            o.Metallic = _Metallic;            o.Smoothness = _Glossiness;            o.Alpha = c.a;            fixed3 c1=_Color*(1.0 - saturate(dot (normalize(IN.viewDir), normalize(IN.worldNormal))));            o.Emission =c1 ;        }        ENDCG    }     FallBack "Diffuse"}

Vertex and Fragment Shaders实现

Shader "Custom/shader1.2" {     properties     {        _mainTex("mainTex",2D)="white"{}        _Color("Color",Color)=(1,1,0,0.5)     }     subshader     {        pass{            CGPROGRAM            #pragma vertex vert            #pragma fragment frag            #include "UnityCG.cginc"            float4 _Color;            sampler2D _mainTex;            struct v2f            {                float4 pos: SV_POSITION;                float2 uv:TEXCOOD0;                float4 p1:TEXCOOD1;                float4 p2:TEXCOOD2;            };            v2f vert(appdata_base v)            {                v2f o;                o.pos=mul(UNITY_MATRIX_MVP,v.vertex);                o.p1=mul(_Object2World,v.vertex);                o.p2=mul( _World2Object,v.normal );                o.uv=v.texcoord;                return o;            }            half4 frag(v2f i):COLOR{                half4 c=tex2D(_mainTex,i.uv);                float3 viewDir=_WorldSpaceCameraPos-i.p1;                fixed3 c1=_Color*(1-saturate(dot (normalize(viewDir), normalize(i.p2))));                half4 c2=half4(c1,0.5);                c+=c2;                return c;            }            ENDCG        }     }     }
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