描边消融CG

Shader "Custom/surfacexiaorong"
{
    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
        _Normal("Normal",2D)="bump"{}
        _NormalScale("NormalScale",Range(0,5))=1
        _DisovleTex("DisovleTex",2D)="white"{}
        _Threshold("Threshold",Range(0,1))=1
        _BurnTex("BurnTex",2D)="white"{}  
        _EdgeLength("EdgeLength",Range(0,0.2))=0.2
        _BurnTexIntensity("BurnItensity",Range(0,5))=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

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

        sampler2D _MainTex;
        sampler2D _Normal;
        sampler2D  _DisovleTex;
        sampler2D _BurnTex;

        struct Input
        {
            float2 uv_MainTex;
            float2 uv_Normal;
            float2 uv_DisovleTex;
        };

        half _Glossiness;
        half _Metallic;
        fixed4 _Color;
        float _NormalScale;
        float _Threshold;
        half _EdgeLength;
        float _BurnTexIntensity;
        // 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.Normal=UnpackScaleNormal(tex2D(_Normal,IN.uv_Normal),_NormalScale);
            float DisovleTex=tex2D (_DisovleTex, IN.uv_DisovleTex).r;
            clip(DisovleTex-_Threshold);    
            float temp=saturate((DisovleTex-_Threshold)/_EdgeLength);
            fixed4 edgeColor=tex2D(_BurnTex,float2(temp,temp));
            fixed4 finalColor=lerp(_BurnTexIntensity*edgeColor,float4 (0,0,0,0),temp);
            o.Emission=finalColor.rgb;
            o.Albedo = c.rgb;
            // Metallic and smoothness come from slider variables
            o.Metallic = _Metallic;
            o.Smoothness = _Glossiness;
            o.Alpha = c.a;
        }
        ENDCG
    }
    FallBack "Diffuse"
}

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