一、地球旋转云图
1.1 添加纹理
Shader "liulongling/earth" {
Properties {
_Tex1("地球",2D)="white"{}
_Tex2("云图",2D)="gray"{}
}
SubShader {
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "unitycg.cginc"
sampler2D _Tex1;
sampler2D _Tex2;
struct v2f
{
fixed4 vertex:POSITION;
fixed2 uv:TEXCOORD0;
};
v2f vert(appdata_base v)
{
v2f o;
o.vertex =mul(UNITY_MATRIX_MVP,v.vertex);
o.uv= v.texcoord;
return o;
}
fixed4 frag(v2f i):COLOR
{
fixed4 c;
c.rgb = tex2D(_Tex1,i.uv).rgb+tex2D(_Tex2,i.uv).r;
c.a = 1;
return c;
}
ENDCG
}
}
}
提示:纹理Cloud使用r通道,才能够显示出来云层的效果。第三十行莫忘了加上:COLOR,偶经常犯这错误~
1.2 纹理效果
1.3 给地球加个旋转动画效果
修改第三十行代码
fixed4 frag(v2f i):COLOR
{
fixed4 c;
fixed2 uv=fixed2(i.uv.x+_Time.y/10,i.uv.y);
fixed2 uv1=fixed2(i.uv.x+_Time.y/5,i.uv.y);
c.rgb = tex2D(_Tex1,uv).rgb+tex2D(_Tex2,uv1).r;
c.a = 1;
return c;
}