边缘光+流光

边缘光+流光ASE分享

在这里插入图片描述

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】

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