Shader "Custom/SURFACEMOHU"
{
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
_BlurSize("Blur Size",Range(0,0.5))=0
[Toggle]_ToggleBulr("ToggleBulr",Range(0,1))=0
}
SubShader
{
Tags { "RenderType"="Opaque" }
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;
struct Input
{
float2 uv_MainTex;
};
half _BlurSize;
half _ToggleBulr;
half _Glossiness;
half _Metallic;
fixed4 _Color;
// 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) ;
fixed4 OffsetSet1=tex2D(_MainTex,IN.uv_MainTex+float2(0,_BlurSize));
fixed4 OffsetSet2=tex2D(_MainTex,IN.uv_MainTex+float2(_BlurSize,0));
fixed4 OffsetSet3=tex2D(_MainTex,IN.uv_MainTex+float2(_BlurSize,_BlurSize));
fixed4 offsetColor=c*0.4+OffsetSet1*0.2+OffsetSet2*0.2+OffsetSet3*0.2;
fixed4 color=lerp(c,offsetColor,step(0.5 ,_ToggleBulr));
o.Albedo =offsetColor.rgb;
// Metallic and smoothness come from slider variables
o.Metallic = _Metallic;
o.Smoothness = _Glossiness;
o.Alpha = c.a;
}
ENDCG
}
FallBack "Diffuse"
}
CG代码 模糊
最新推荐文章于 2024-04-26 12:08:01 发布