Shader "Custom/Surface05"
{
Properties
{
_Color ("Color", Color) = (1,1,1,1)
_MainTex ("Albedo (RGB)", 2D) = "white" {}
_Smoothness ("Smoothness", Range(0,1)) = 0.5
_Normal("Normal",2D)="bump"{}
_Mask("Mask",2D)="white"{}
_Specular("Specular",2D)="white"{}
_Fire("Fire",2D)="white"{}
_FireIntensity("FireIntensity",Range(0,2))=1
_FireSpeed("FireSpeed",Vector)=(0,0,0,0)
}
SubShader
{
Tags { "RenderType"="Opaque" "Queue"="Geometry" }
LOD 200
CGPROGRAM
// Physically based Standard lighting model, and enable shadows on all light types
#pragma surface surf StandardSpecular fullforwardshadows
// Use shader model 3.0 target, to get nicer looking lighting
#pragma target 3.0
sampler2D _MainTex;
sampler2D _Normal;
sampler2D _Mask;
sampler2D _Specular;
sampler2D _Fire;
struct Input
{
float2 uv_MainTex;
};
half _Smoothness;
fixed4 _Color;
half2 _FireSpeed;
float _FireIntensity;
// 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 SurfaceOutputStandardSpecular o)
{
// Albedo comes from a texture tinted by color
fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
o.Albedo = c.rgb;
o.Normal= UnpackNormal(tex2D(_Normal,IN.uv_MainTex));
float2 uv=IN.uv_MainTex+_Time.x*_FireSpeed;
o.Emission=((tex2D(_Mask,IN.uv_MainTex)*(tex2D(_Fire,uv)*_FireIntensity*(_SinTime.w+2)))).rgb;
o.Specular=tex2D(_Specular,IN.uv_MainTex).rgb;
Metallic and smoothness come from slider variables
o.Smoothness = _Smoothness;
o.Alpha = c.a;
}
ENDCG
}
FallBack "Diffuse"
}
简单的uv流动
最新推荐文章于 2024-05-17 20:39:10 发布