自我介绍
广东双非一本的大三小白,计科专业,想在制作毕设前夯实基础,毕设做出一款属于自己的游戏!
渐变纹理
效果
代码没什么好说的,跟单张纹理类似
不过要注意的是: - 渐变纹理是一维纹理,所以在vert中进行uv映射之后,在frag中进行采样的uv值中的v和u方向都用半兰伯特模型中的值即可(该半兰伯特模型中的值已被映射到 [0, 1] 中)
Shader "Unlit/014"
{
Properties
{
_RampTex("MainTex", 2D) = "white" {}
_Diffuse("Diffuse", Color) = (1,1,1,1)
_Specular("Specular", Color) = (1,1,1,1)
_Gloss("Gloss", Range(1,256)) = 5
}
SubShader
{
Tags {
"RenderType"="Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "Lighting.cginc"
sampler2D _RampTex;
float4 _RampTex_ST;
fixed4 _Diffuse;
fixed4 _Specular;
float _Gloss;
struct v2f
{
float4 vertex : SV_POSITION;
fixed3 worldNormal: TEXCOORD0;
float3 worldPos: TEXCOORD1;
float2 uv : TEXCOORD2;
};
v2f vert (appdata_base v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
fixed3 worldNormal = UnityObjectToWorldNormal( v.normal);
o.worldNormal = worldNormal;
o.worldPos = mul(unity_ObjectToWorld, v.vertex);
o.uv = TRANSFORM_TEX(v.texcoord, _RampTex); //v.texcoord.xy * _RampTex_ST.xy + _RampTex_ST.zw;
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz;
//漫反射
fixed3 worldLightDir = UnityWorldSpaceLightDir(i.worldPos);
fixed halfLambert = max(0,dot(worldLightDir,i.worldNormal))*0.5+0.5;
fixed3 diffuse = _LightColor0.rgb * tex2D(_RampTex, fixed2(hal