Shader实例 : 雪景效果

链接:


http://blog.csdn.net/zhuangyou123/article/details/26082181


效果:

添加了积雪效果的Shader


Shader代码:


Shader "Esfog/NormalMap" 
{
    Properties 
    {
        _MainTex ("Base (RGB)", 2D) = "white" {}
        _NormalMap("NormalMap",2D) = "Bump"{}
        _SpecColor("SpecularColor",Color) = (1,1,1,1)
        _Shininess("Shininess",Float) = 10
    }
    SubShader 
    {
        
        Pass
        {
            Tags { "LightMode"="ForwardBase" }
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            #include "UnityCG.cginc"
            uniform sampler2D _MainTex;
            uniform sampler2D _NormalMap;
            uniform float4 _SpecColor;
            uniform float _Shininess;
            uniform float4 _LightColor0;

            struct VertexOutput 
            {
                float4 pos:SV_POSITION;
                float2 uv:TEXCOORD0;
                float3 lightDir:TEXCOORD1;
                float3 viewDir:TEXCOORD2;
            };

            VertexOutput vert(appdata_tan v)
            {
                VertexOutput o;
                o.pos = mul(UNITY_MATRIX_MVP,v.vertex);
                o.uv = v.texcoord.xy;
                float3 normal = v.normal;
                float3 tangent = v.tangent;
                float3 binormal= cross(v.normal,v.tangent.xyz) * v.tangent.w;
                float3x3 Object2TangentMatrix = float3x3(tangent,binormal,normal);
                o.lightDir = mul(Object2TangentMatrix,ObjSpaceLightDir(v.vertex));
                o.viewDir = mul(Object2TangentMatrix,ObjSpaceViewDir(v.vertex));
                return o;
            }

            float4 frag(VertexOutput input):COLOR
            {
                float3 lightDir = normalize(input.lightDir);
                float3 viewDir = normalize(input.viewDir);
                float4 encodedNormal = tex2D(_NormalMap,input.uv);
                float3 normal = float3(2.0*encodedNormal.ag - 1,0.0);
                normal.z = sqrt(1 - dot(normal,normal));
                float4 texColor = tex2D(_MainTex,input.uv);
                float3 ambient = texColor.rgb * UNITY_LIGHTMODEL_AMBIENT.rgb;
                float3 diffuseReflection = texColor.rgb * _LightColor0.rgb * max(0,dot(normal,lightDir));
                float facing;
                if(dot(normal,lightDir)<0)
                {
                    facing = 0;
                }
                else
                {
                    facing = 1;
                }
                float3 specularRelection = _SpecColor.rgb * _LightColor0.rgb * facing * pow(max(0,dot(reflect(-lightDir,normal),viewDir)),_Shininess);

                return float4(ambient + diffuseReflection + specularRelection,1);
            }
            ENDCG
        }
        
    } 
    FallBack "Diffuse"
}


参数设置:


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出错啦
系统繁忙,请稍后再试