cg代码 Glow

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"
}

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