边缘光+流光ASE分享
代码分享
`Shader “Flow_Time_Code”
{
Properties
{
_MainTex (“Texture”, 2D) = “white” {}
_RimMin(“RimMin”,Range(-1,1)) = 0.0
_RimMax(“RimMax”,Range(0,2)) =1.0
_InnerColor(“Inner Color”,Color)=(0,0,0,0)
_RimColor(“Rim Color”,Color)=(1,1,1,1)
_RimIntensity(“Rim Intensity”,Float)=1.0
_FlowTilling(“Flow Tilling”,Vector) = (1,1,0,0)
_FlowSpeed(“Flow Speed”,Vector) =(1,1,0,0)
_FlowTex(“Flow Tex”,2D) = “white” {}
_FlowIntensity(“Flow Intensity”,Float)=1.0
_InnerAlpha(“InnerA lpha”,Range(0.0,1.0))=0.0
}
SubShader
{
Tags { "Queue"="Transparent" }
LOD 100
Pass
{
Zwrite off
Blend SrcAlpha One
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 texcoord : TEXCOORD0;
float3 normal : NORMAL;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 pos : SV_POSITION;
float3 pos_world : TEXCOORD1;
float3 normal_world : TEXCOORD2;
float3 pivot_world : TEXCOORD3;
};
sampler2D _MainTex;
float4 _MainTex_ST;
float _RimMin;
float _RimMax;
float4 _InnerColor;
float4 _RimColor;
float _RimIntensity;
float4 _FlowTilling;
float4 _FlowSpeed;
sampler2D _FlowTex;
float _FlowIntensity;
float _InnerAlpha;
v2f vert (appdata v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
float3 normal_world = mul(float4(v.normal, 0.0), unity_WorldToObject).xyz;
float3 pos_world = mul(unity_ObjectToWorld, v.vertex).xyz;
o.normal_world = normalize(normal_world);
o.pos_world = pos_world;
o.pivot_world = mul(unity_WorldToObject, float4(0.0, 0.0, 0.0, 1.0)).xyz;
o.uv = v.texcoord;
return o;
}
fixed4 frag(v2f i) : SV_Target
{
half3 normal_world = normalize(i.normal_world);
half3 view_world = normalize(_WorldSpaceCameraPos.xyz - i.pos_world);
half NdotV = saturate(dot(normal_world, view_world));
half fresnel = 1.0 - NdotV;
fresnel = smoothstep(_RimMin, _RimMax, fresnel);
fixed4 emiss = tex2D(_MainTex, i.uv).r;
emiss = pow(emiss, 5.0);
half final_fresnel = saturate(fresnel + emiss);
half3 final_rim_color = lerp(_InnerColor.xyz, _RimColor.xyz*_RimIntensity, final_fresnel);
half final_rim_alpha = final_fresnel;
half2 uv_flow = (i, i.pos_world.xy - i.pivot_world.xy)*_FlowTilling.xy;
uv_flow = uv_flow + _Time.y * _FlowSpeed.xy;
float4 flow_rgba = tex2D(_FlowTex, uv_flow)*_FlowIntensity;
float3 final_col = final_rim_color + flow_rgba.xyz;
float final_alpha = saturate(final_rim_alpha + flow_rgba.a + _InnerAlpha);
return float4(final_col, final_alpha);
}
ENDCG
}
}
}
`@【流光自发光】