Shader "Custom/surfaceTest"
{
Properties
{
_Color ("Color", Color) = (1,1,1,1)
_MainTex ("Albedo (RGB)", 2D) = "white" {}
_Normal("Normal",2D)="bump"{}
//此贴图属于正常贴图 作用是:法线 + 贴图 法线使用的通道:RG通道
_BurnNormal("BurnNormal",2D)="white" {}
_MainMix("MianMix",Range(0,1))=0.5
_Mask("Mask",2D)= "white"{}
_BurnColor("BurnColor",COLOR)=(0,0,0,0)
_Metallic ("Metallic", Range(0,1)) = 0.0
_Glossiness ("Smoothness", Range(0,1)) = 0.5
_BurnTill("BurnTill",float)=1
_BurnOffset("BurnOffset",float)=1
_BurnRange("BurnRange",Range(0,1))=1
_NormalTill("NormalTill",Range(0,5))=0.0
//glow
_GlowColor("GlowColor",COLOR)=(1,1,1,1)
_GlowIntensity("GlowIntensity",Range(0,2))=0.5
_GlowFrenquency("GlowFrenquency",Range(0,5))=0.5
_GlowOverride("GlowOverride",Range(0,2))=0.5
_GlowEmission("GlowEmission",Range(0,2))=0.5
}
SubShader
{
Tags { "RenderType"="Opaque" "Queue"="Geometry"}
LOD 200
CGPROGRAM
// Physically based Standard lighting model, and enable shadows on all light types
#pragma surface surf Standard fullforwardshadows
// Use shader model 3.0 target, to get nicer looking lighting
#pragma target 3.0
sampler2D _MainTex;
sampler2D _Normal;
sampler2D _Mask;
sampler2D _BurnNormal;
struct Input
{
float2 uv_MainTex;
};
half _Glossiness;
half _Metallic;
half _NormalTill;
half _BurnTill;
half _BurnOffset;
half _MainMix;
fixed4 _Color;
fixed4 _BurnColor;
float _BurnRange;
fixed4 _GlowColor;
float _GlowIntensity;
float _GlowOverride;
float _GlowFrenquency;
float _GlowEmission;
// 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)
{
float3 normal1=UnpackNormal(tex2D(_Normal,IN.uv_MainTex));
fixed4 burnTexture=tex2D(_BurnNormal,IN.uv_MainTex*_NormalTill);
//源码 normal.xy=packedNormal.wy*2-1
fixed4 burnNormal=fixed4(1,burnTexture.g,0,burnTexture.r);
fixed3 normal2=UnpackNormal(burnNormal);
fixed2 maskUv= IN.uv_MainTex*_BurnTill+_BurnOffset*float2(1,1);
fixed3 maskColor=tex2D(_Mask,maskUv);
float maskR=_BurnRange+maskColor.r;
o.Normal=lerp(normal1,normal2,maskR);
// Albedo comes from a texture tinted by color
fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
fixed4 diffuse=lerp(c*_MainMix,_BurnColor,maskR);
o.Albedo = diffuse.rgb;
float4 glow=_GlowColor*_GlowIntensity*(0.5f*sin(_Time.y*_GlowFrenquency)+_GlowOverride*burnTexture.a);
o.Emission=glow*burnTexture.a*maskColor.r*_GlowEmission;
// Metallic and smoothness come from slider variables
o.Metallic = _Metallic;
o.Smoothness = _Glossiness;
o.Alpha = c.a;
}
ENDCG
}
FallBack "Diffuse"
}
cg代码 Glow
最新推荐文章于 2024-06-02 16:17:47 发布