原文链接:
http://www.onevcat.com/2013/08/shader-tutorial-2/
http://blog.sina.com.cn/s/blog_89d90b7c0102va4m.html
1.积雪效果
Shader "hongGe/Normal"
{
Properties
{
_MainTex ("Base (RGB)", 2D) = "white" {}
_NormalMap("NormalMap",2D) = "Bump"{}
_SnowLevel ("Snow Level", Range(0,1) ) = 0
_SnowColor ("Snow Color", Color) = (1,1,1,1)
_SnowDirection ("Snow Direction", Vector) = (0,1,0)
}
SubShader
{
Pass
{
Tags { "LightMode"="ForwardBase" }
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
uniform sampler2D _MainTex;
uniform sampler2D _NormalMap;
uniform float _SnowLevel;
uniform float4 _SnowColor;
uniform float4 _SnowDirection;
uniform float4 _LightColor0;
struct VertexOutput
{
float4 pos:SV_POSITION;
float2 uv:TEXCOORD0;
float3 lightDir:TEXCOORD1;
float3x3 World2Tangent:TEXCOORD2;
};
VertexOutput vert(appdata_tan v)
{
VertexOutput o;
o.pos = mul(UNITY_MATRIX_MVP,v.vertex);
o.uv = v.texcoord.xy;
o.lightDir = WorldSpaceLightDir(v.vertex);
//rotation是模型空间到切线空间
TANGENT_SPACE_ROTATION;
o.World2Tangent = mul(rotation,_World2Object);
return o;
}
float4 frag(VertexOutput input):COLOR
{
float3 tangentNormal = UnpackNormal(tex2D(_NormalMap, input.uv));
float3 worldNormal = mul(tangentNormal,input.World2Tangent);
if(dot(worldNormal, _SnowDirection) > lerp(1,-1,_SnowLevel))
{
return _SnowColor;
}
else
{
float4 texColor = tex2D(_MainTex,input.uv);
float3 diffuseReflection = texColor.rgb * _LightColor0.rgb * max(0,dot(worldNormal,input.lightDir));
return float4(diffuseReflection,1);
}
}
ENDCG
}
}
FallBack "Diffuse"
}
2.捕捉纹理(整个屏幕的纹理)
Shader "hongGe/GrabTexture"
{
Properties
{
}
SubShader
{
// 在所有不透明对象之后绘制自己,更加靠近屏幕
Tags{"Queue"="Transparent"}
// 通道1:捕捉屏幕内容放到_GrabTexture纹理中
GrabPass{}
// 通道2:设置材质
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
sampler2D _GrabTexture;
struct VertexOutput
{
float4 pos:SV_POSITION;
float2 uv:TEXCOORD0;
};
VertexOutput vert(appdata_base v)
{
VertexOutput o;
o.pos = mul(UNITY_MATRIX_MVP,v.vertex);
o.uv = v.texcoord.xy;
return o;
}
float4 frag(VertexOutput input):COLOR
{
//可能要根据情况对uv坐标进行一些修改
half4 texCol = tex2D(_GrabTexture,float2(input.uv.x , 1-input.uv.y));
return texCol;
}
ENDCG
}
}
FallBack "Diffuse"
}
前:
后:
3.捕捉纹理(被遮挡的纹理)
Shader "hongGe/GrabTexture"
{
Properties
{
}
SubShader
{
// 在所有不透明对象之后绘制自己,更加靠近屏幕
Tags{"Queue"="Transparent"}
// 通道1:捕捉屏幕内容放到_GrabTexture纹理中
GrabPass{}
// 通道2:设置材质
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
sampler2D _GrabTexture;
struct VertexOutput
{
float4 pos:SV_POSITION;
float2 uv:TEXCOORD0;
};
VertexOutput vert(appdata_base v)
{
VertexOutput o;
o.pos = mul(UNITY_MATRIX_MVP,v.vertex);
float2 screenUV = ComputeGrabScreenPos(o.pos);//计算该模型顶点在屏幕坐标的纹理信息
o.uv = screenUV;
return o;
}
float4 frag(VertexOutput input):COLOR
{
half4 texCol = tex2D(_GrabTexture,input.uv);
return 1 - texCol;
}
ENDCG
}
}
FallBack "Diffuse"
}