surface内发光

这篇博客详细介绍了如何使用Unity的Custom Shader创建一个带有颜色调整、金属光泽、法线贴图和边缘高光效果的表面着色器。通过CGPROGRAM部分,作者展示了如何处理纹理、光照和实例化,适合学习高级材质技术的开发者。
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Shader "Custom/NewSurfaceShader"
{
    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)) = 0.0
        _BumpMap("BumpMap",2D)="bump"{}//法线
        _BumpScale("_BumpScale",float)=1
        _ColorTint("ColorTint",Color)=(1,1,1,1)
        _RimColor("RimColor",Color)=(1,0,0,1)
        _RimPower("RimPower",Range(0.1,8.0))=1
    }
    SubShader
    {
        Tags { "RenderType"="Opaque" }
        LOD 200

        CGPROGRAM
        // Physically based Standard lighting model, and enable shadows on all light types
        #pragma surface surf Standard fullforwardshadows finalcolor:final

        // Use shader model 3.0 target, to get nicer looking lighting
        #pragma target 3.0

        sampler2D _MainTex;
        sampler2D _BumpMap;

        struct Input
        {
            float2 uv_MainTex;
            float2 uv_BumpMap;
            float3 viewDir; 
        };
        float _BumpScale;
        half _Glossiness;
        half _Metallic;
        fixed4 _Color;
        fixed4 _ColorTint;
        fixed4 _RimColor;
        float _RimPower;

        // Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader.
        // See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing.
        // #pragma instancing_options assumeuniformscaling
        UNITY_INSTANCING_BUFFER_START(Props)
            // put more per-instance properties here
        UNITY_INSTANCING_BUFFER_END(Props)

        void surf (Input IN, inout SurfaceOutputStandard o)
        {
            // Albedo comes from a texture tinted by color
            fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
            o.Albedo = c.rgb;
            // Metallic and smoothness come from slider variables
            o.Metallic = _Metallic;
            o.Smoothness = _Glossiness;
            o.Alpha = c.a;
            float3 normal=UnpackNormal(tex2D(_BumpMap,IN.uv_BumpMap));//法线处理
            normal.xy*=_BumpScale;
            o.Normal=normal;
            half rim=1.0-saturate(dot(normalize(IN.viewDir),o.Normal));
            o.Emission=_RimColor*pow(rim,_RimPower);
        }
        void final(Input IN, SurfaceOutputStandard  o,inout fixed4  color )
        {
            color*=_ColorTint;
        }
        ENDCG
    }
    FallBack "Diffuse"
}

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