GLSL->ShaderLab,原GLSL代码来自http://blog.csdn.net/panda1234lee/article/details/52199296,
由于shaderLab的一些特性,shaderLab代码显得要简洁很多。
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Custom/eclosion" {
Properties {
_MainTex ("Main Tex", 2D) = "white" {}
_Diff("Diff", Range(0, 1)) = 0.5
}
SubShader {
Pass {
Tags { "LightMode"="ForwardBase" }
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
fixed4 _Color;
sampler2D _MainTex;
float4 _MainTex_ST;
float _Diff;
struct a2v {
float4 vertex : POSITION;
float4 texcoord : TEXCOORD0;
};
struct v2f {
float4 pos : SV_POSITION;
float2 uv : TEXCOORD1;
};
v2f vert(a2v v) {
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = v.texcoord.xy * _MainTex_ST.xy + _MainTex_ST.zw;
return o;
}
fixed4 frag(v2f i) : SV_Target {
fixed3 srcColor = tex2D(_MainTex, i.uv).rgb;
float dx = i.uv.x - 0.5;
float dy = i.uv.y - 0.5;
float dstSq = pow(dx, 2.0) + pow(dy, 2.0);
float v = (dstSq / _Diff);
float r = clamp(srcColor.r + v, 0.0, 1.0);
float g = clamp(srcColor.g + v, 0.0, 1.0);
float b = clamp(srcColor.b + v, 0.0, 1.0);
return fixed4(r,g,b,1.0);
}
ENDCG
}
}
FallBack "Specular"
}