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Unity3D Shader:镜子的效果
Shader部分代码:Shader "Custom/FanShe" {Properties{_MainTex("Albedo",2D) = "white"{}_MainTint("Diffuse Color",Color)=(1,1,1,1)_Cubemap("Cubemap",CUBE) = ""{}_ReflAmount("Reflection Amount&原创 2018-06-13 17:12:04 · 2731 阅读 · 1 评论 -
Unity3D Shader :浮雕
Shader "Custom/Test" {Properties {_Color ("Color", Color) = (1,1,1,1)_MainTex ("Albedo (RGB)", 2D) = "white" {}}SubShader {pass{Tags{"LightMode"="ForwardBase"}Cull offCGPROGRAM#pragma v原创 2018-06-19 18:44:27 · 870 阅读 · 0 评论 -
Unity3D Shader :Julia集
Shader "Unlit/Test"{Properties{_MainTex ("Texture", 2D) = "white" {}_Cx("Cx",Range(-0.8,0.375))=-0.8_Cy("Cy",Range(-1,1))=0.15_scale("scale",Range(1,3))=1.6}SubShader{Tags { "Rend原创 2018-06-19 18:54:09 · 330 阅读 · 0 评论 -
Unity3D Shader :图标
Shader "Unlit/Test"{Properties{_MainTex ("Texture", 2D) = "white" {}}SubShader{Tags { "RenderType"="Opaque" }LOD 100Pass{CGPROGRAM#pragma vertex vert#pragma fragment frag#include "U.原创 2018-06-19 18:59:48 · 557 阅读 · 0 评论 -
Unity3D Shader:碰撞波纹
Shader "Unlit/Test"{Properties{_MainTex ("Texture", 2D) = "white" {}_MainColor("Color",COLOR)=(1,1,1,1)_RingColor("RingColor",COLOR)=(1,1,1,1)_RingColorIntensity("RingColorIntensity",float原创 2018-07-01 17:50:55 · 1567 阅读 · 1 评论 -
Unity3D Shader:高斯模糊
C#代码:using System.Collections;using System.Collections.Generic;using UnityEngine;public class GaoSiMouHu : MonoBehaviour { //高斯模糊 正态分布 public Material mat; public float radio=1f;...原创 2018-07-16 14:33:19 · 508 阅读 · 0 评论 -
Unity3D Shader:溶解
Shader "Unlit/Test"{Properties{_MainTex ("Texture", 2D) = "white" {}_MainColor("MainColor",COLOR)=(1,1,1,1)_AddTex("AddTex",2D)="white"{}_DiffColor("DiffColor",COLOR)=(1,1,1,1)_原创 2018-07-10 14:29:11 · 1016 阅读 · 0 评论 -
Unity3D Shader:消散
Shader "Unlit/Test"{Properties{_MainTex ("Texture", 2D) = "white" {}_MainColor("MainColor",COLOR)=(1,1,1,1)_Hold("Hold",Range(0,1))=0_AddTex("AddTex",2D)="white"{}_AddColor(&quo原创 2018-07-10 14:31:53 · 2267 阅读 · 2 评论 -
Unity3D Shader:动态翅膀
Shader "Unlit/Test"{Properties{_MainTex ("MainTex", 2D) = "white" {} //主纹理图_MainColor("MainColor",COLOR)=(1,1,1,1) //颜色_Mask("Mask",2D)="white"{} //遮罩图_NoiseMask("NoiseMask",2D)=原创 2018-07-05 14:23:57 · 1789 阅读 · 0 评论 -
Unity3D Shader:景深
C#代码:using System.Collections;using System.Collections.Generic;using UnityEngine;public class JingShen : MonoBehaviour { public Material mat; [Range(0f, 100f)] public float focalD...原创 2018-07-27 10:53:46 · 1451 阅读 · 0 评论 -
Unity3D Shader:高亮
C#代码:using System.Collections;using System.Collections.Generic;using UnityEngine;public class Bloom : MonoBehaviour { //全屏泛光 public Material mat; public int downscale;//分辨率 pu...原创 2018-07-27 11:06:21 · 2411 阅读 · 1 评论 -
Unity3D Shader:宝石反射
Shader "Unlit/Test"{Properties{_MainColor("MainColor",COLOR)=(0,0,0,1)[NoScaleOffset]_MainCUBE ("MainCUBE", CUBE) = "white" {}_RefStreng("RefStreng",Range(0,2.0))=0_Enviorenment("Enviorenment&q原创 2018-06-25 16:23:08 · 4318 阅读 · 0 评论 -
Unity3D Shader:夜视
shader代码:Shader "Unlit/Test"{Properties{_MainTex ("Texture", 2D) = "white" {}}SubShader{Tags { "RenderType"="Transparent" "Queue"="AlphaTest" "IgnoreProjector"="原创 2018-06-25 10:37:30 · 992 阅读 · 0 评论 -
Unity3D Shader:动态星空
Shader "Unlit/Test"{Properties{[Gamma][Header(CubeMap)]_MainColor("MainColor",COLOR)=(0.5,0.5,0.5,1)_Spec("Spec",Range(1,8))=1[NoScaleOffset]_Tex("CubeMap",CUBE)="black"{}[Header(Rotation)][To...原创 2018-06-22 17:22:14 · 5556 阅读 · 1 评论 -
Unity3D Shader :surface Shader
Propertie _Color("Color", Color) = (1,1,1,1)//主颜色 _MainTex("Albedo (RGB)", 2D) = "white" {}//主纹理 _Cutoff("Alpha Cutoff",Range(0.0,1.0)) = 0.5//Alpha剔除度 _Glossiness("Smoothness", Rang...原创 2018-06-13 16:57:43 · 518 阅读 · 0 评论 -
Unity3D Shader : fragment Shader
float3 WorldSpaceViewDir(float4 v) //输入一个模型空间中的顶点位置,返回世界空间中从该点到摄像机的观察方向float3 ObjSpaceViewDir(float4 v) //输入一个模型空间中的顶点位置,返回模型空间中从该点到摄像机的观察方向float3 WorldSpaceLightDir(float4 v) //仅用于前向渲染中(ForwardBa...原创 2018-06-13 17:06:29 · 359 阅读 · 0 评论 -
Unity3D Shader :Math函数
abs 计算输入值的绝对值。acos 返回输入值反余弦值。all 测试非0值。any 测试输入值中的任何非零值。asin 返回输入值的反正弦值。atan ...原创 2018-06-13 17:08:06 · 2206 阅读 · 1 评论 -
Unity3D Shader : 边缘发光
Shader "Custom/Test"{Properties{_MainTex ("Texture", 2D) = "white" {}_RimColor("RimColor",Color) = (1,1,1,1)_BumpMap("Bump",2D) = "bump"{}_RimPower("RimPower",Range(0.0,1.0)) = 0原创 2018-06-13 18:34:52 · 1809 阅读 · 0 评论 -
Unity3D Shader : 单色混合
Shader "Unlit/Test"{Properties{_MainTex ("Texture", 2D) = "white" {}_MainColor("MainColor",Color)=(1,1,1,1)_DColor("DColor",Color)=(1,1,1,1)_FColor("FColor",Color)=(1,1,1,1)}SubShader{原创 2018-06-13 18:39:32 · 832 阅读 · 0 评论 -
Unity3D Shader :模糊效果
Shader "Unlit/Test"{Properties{_MainTex ("Texture", 2D) = "white" {}_Offset("Offset",Range(0.000,0.010))=0.000}SubShader{Tags { "RenderType"="Opaque" }LOD 100Pass{CGPROGRAM#pragma原创 2018-06-13 18:42:14 · 831 阅读 · 0 评论 -
Unity3D Shader :渐变
Shader "Hidden/Test"{Properties{_MainTex ("Texture", 2D) = "white" {}_FadeNear("FadeNear",float) = 35_FadeFar("FadeFar",float) = 40}SubShader{Tags{"RenderType" = "Transparent"原创 2018-06-13 19:08:22 · 2593 阅读 · 0 评论 -
Unity3D Shader :水面波纹
Shader "Unlit/Test"{Properties{_MainTex("MainTex",2D)="white"{}_MainColor("MainColor",COLOR)=(1,1,1,1)_AddTex("AddTex",2D)="white"{}_Maxset("Max",Range(0.1,1.0))=0.1}SubShader原创 2018-06-13 19:30:36 · 5869 阅读 · 1 评论 -
Unity3D Shader : 透视
Shader "Custom/Test" {Properties {_Color ("Color", Color) = (1,1,1,1)_MainTex ("Albedo (RGB)", 2D) = "white" {}_Glossiness ("Smoothness", Range(0,1)) = 0.5_Metallic ("Metallic", Range(0,1))原创 2018-06-13 19:36:24 · 2854 阅读 · 0 评论 -
Unity3D Shader :水滴效果
Shader 代码Shader "Unlit/Test"{Properties{_MainTex ("Texture", 2D) = "white" {}_MainColor("Color",COLOR)=(1,1,1,1)}CGINCLUDE#include "UnityCG.cginc"uniform sampler2D _MainTex;uniform float ...原创 2018-06-14 08:35:46 · 6940 阅读 · 0 评论 -
Unity3D Shader:径向模糊
C#代码:using System.Collections;using System.Collections.Generic;using UnityEngine;public class blur_power : MonoBehaviour { [Range(0, 1f)] public float blurPower = 0.1f; [Range(0, ...原创 2018-10-09 20:10:36 · 699 阅读 · 1 评论