[UnityShader2]顶点片段着色器实例(二)

参考链接:http://liweizhaolili.blog.163.com/blog/static/162307442015228112425158/


1.条纹向上运动

Shader "Custom/New" {
	Properties
	{
		_MainTex("Base (RGB)", 2D) = "white" {}
		_Speed("Speed", float) = 1
		_Width("Width", float) = 1
		_Space("Space", float) = 0.1
	}
	SubShader
	{
		//Blend One One
		//AlphaTest Greater 0.1
		Cull off
		Pass
		{
			CGPROGRAM
			#pragma vertex vert   
			#pragma fragment frag    
			#include "UnityCG.cginc"

			sampler2D _MainTex;
			float _Speed;
			float _Width;
			float _Space;

			struct vertexOutput 
			{
				float4 pos : SV_POSITION;
				float2 tex : TEXCOORD0;
				float4 srcPos : TEXCOORD1;
			};
			vertexOutput vert(appdata_full input)
			{
				vertexOutput output;
				output.pos = mul(UNITY_MATRIX_MVP, input.vertex);  
				output.tex = input.texcoord;
				output.srcPos = input.vertex;
				
				return output;
			} 
			float4 frag(vertexOutput input) : COLOR
			{
				/*if (fmod(abs(input.srcPos.y), _Space) < _Width)
				{
					float x = input.tex.x + _Time * _Speed;
					float2 newUV = float2(x, input.tex.y);
					float4 c = tex2D(_MainTex, newUV);
					return c;
				}*/
				float a = input.srcPos.y - _Time * _Speed;
				if (fmod(abs(a), _Space) < _Width)
				{
					float4 c = tex2D(_MainTex, input.tex);
					return c;
				}
				else
				{
					float4 c = float4(0, 0, 0, 0);
					clip(c.a - 0.5);
					return c;
				}			
			}
			ENDCG
		}
	}
	FallBack "Diffuse"
}


2.反色

Shader "Custom/New" {
	Properties
	{
		_MainTex("Base (RGB)", 2D) = "white" {}
		_Color("MainColor(RGB)", Color) = (1, 1, 1, 1)
	}
	SubShader
	{
		Pass
		{
			CGPROGRAM
			#pragma vertex vert   
			#pragma fragment frag    
			#include "UnityCG.cginc"

			sampler2D _MainTex;
			float4 _Color;

			struct vertexOutput
			{
				float4 pos : SV_POSITION;
				float2 tex : TEXCOORD0;
				float4 srcPos : TEXCOORD1;
			};
			vertexOutput vert(appdata_full input)
			{
				vertexOutput output;
				output.pos = mul(UNITY_MATRIX_MVP, input.vertex);
				output.tex = input.texcoord;
				output.srcPos = input.vertex;

				return output;
			}
			float4 frag(vertexOutput input) : COLOR
			{
				float4 c = tex2D(_MainTex, input.tex);
				float4 newCol = _Color - c;
				return newCol;	
			}
		ENDCG
	}
	}
	FallBack "Diffuse"
}


3.边缘高光

Shader "Custom/New" {
	Properties
	{
		_MainTex("Base (RGB)", 2D) = "white" {}
		//_Color("MainColor(RGB)", Color) = (1, 1, 1, 1)
		_RimColor("RimColor(RGB)", Color) = (1, 1, 1, 1)
		_RimPower("RimPower", float) = 1
	}
	SubShader
	{
		Pass
		{
			CGPROGRAM
			#pragma vertex vert   
			#pragma fragment frag    
			#include "UnityCG.cginc"

			sampler2D _MainTex;
			//float4 _Color;
			float4 _RimColor;
			float _RimPower;

			struct vertexOutput
			{
				float4 pos : SV_POSITION;
				float2 tex : TEXCOORD0;
				float4 srcPos : TEXCOORD1;
				float3 col : COLOR;
			};
			vertexOutput vert(appdata_full input)
			{
				vertexOutput output;
				output.pos = mul(UNITY_MATRIX_MVP, input.vertex);
				output.tex = input.texcoord;
				output.srcPos = input.vertex;

				float3 viewDir = normalize(ObjSpaceViewDir(input.vertex));
				float dotProduct = 1 - saturate(dot(input.normal, viewDir));
				//output.col = _RimColor.rgb * pow(dotProduct, _RimPower);
				float rimWidth = 0.7;
				output.col.rgb = smoothstep(1 - rimWidth, 1.0, dotProduct);
				output.col *= _RimColor;
				return output;
			}
			float4 frag(vertexOutput input) : COLOR
			{
				float4 a = float4(input.col, 1);
				float4 b = tex2D(_MainTex, input.tex);
				float4 c = a + b;
				return c;
			}
			ENDCG
		}
	}
	FallBack "Diffuse"
}


4.遮挡高光

Shader "Custom/New" {
	Properties
	{
		_MainTex("Base (RGB)", 2D) = "white" {}
		_RimColor("RimColor(RGB)", Color) = (1, 1, 1, 1)
		_RimPower("RimPower", float) = 1
	}
	SubShader
	{
		Pass
		{
			//Blend SrcAlpha OneMinusSrcAlpha
			Blend One One
			ZTest Greater

			CGPROGRAM
			#pragma vertex vert   
			#pragma fragment frag    
			#include "UnityCG.cginc"

			sampler2D _MainTex;
			float4 _RimColor;
			float _RimPower;

			struct vertexOutput
			{
				float4 pos : SV_POSITION;
				float2 tex : TEXCOORD0;
				float4 srcPos : TEXCOORD1;
				float3 col : COLOR;
			};
			vertexOutput vert(appdata_full input)
			{
				vertexOutput output;
				output.pos = mul(UNITY_MATRIX_MVP, input.vertex);
				output.tex = input.texcoord;
				output.srcPos = input.vertex;

				float3 viewDir = normalize(ObjSpaceViewDir(input.vertex));
				float dotProduct = 1 - saturate(dot(input.normal, viewDir));
				//output.col = _RimColor.rgb * pow(dotProduct, _RimPower);
				float rimWidth = 0.7;
				output.col.rgb = smoothstep(1 - rimWidth, 1.0, dotProduct);
				output.col *= _RimColor;
				return output;
			}
			float4 frag(vertexOutput input) : COLOR
			{
				float4 a = float4(input.col, 1);
				return a * 2;
			}
			ENDCG
		}
		Pass
		{
			ZTest Less
			SetTexture[_MainTex]{}
		}
	}
	FallBack "Diffuse"
}

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