Unity 对象颜色梯形渐变Shader,可调节

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"
}


这里写图片描述

我是李本心明


首先谢谢大家的支持,其次如果你碰到什么其他问题的话,欢迎来 我自己的一个 讨论群559666429来(扫扫下面二维码或者点击群链接 Unity3D[ 交流] ),大家一起找答案,共同进步

由于工作生活太忙了,对于大家的帮助时间已经没有之前那么充裕了。如果有志同道合的朋友,可以接受无偿的帮助别人,可以加我QQ单独联系我,一块经营一下。

在这里插入图片描述


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