Shader "Custom/quyuguodu"
{
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
_StartPoint("StartPoint",Range(-10,10))=1//渲染范围
_Tint("Tint",Color)=(1,1,1,1)
_Dis("Dis",Range(0.1,10))=1
_UnderInfluence("UnderInfluence",Range(0,1))=0
_Tex2("Tex2",2D)="white"{}
}
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;
float3 worldPos;
float2 uv_Tex2;
};
half _Glossiness;
half _Metallic;
half _StartPoint;
half _UnderInfluence;
fixed4 _Tint;
fixed4 _Color;
half _Dis;
sampler2D _Tex2;
// 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)
{
float temp=saturate((IN.worldPos.y+_StartPoint)/_Dis );
float clampTemp=clamp(temp,_UnderInfluence,1);
// Albedo comes from a texture tinted by color
fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
fixed4 d=tex2D(_Tex2,IN.uv_Tex2);
fixed4 color=lerp(d,c,clampTemp);
o.Albedo = color .rgb;
// Metallic and smoothness come from slider variables
o.Metallic = _Metallic;
o.Smoothness = _Glossiness;
o.Alpha = c.a;
}
ENDCG
}
FallBack "Diffuse"
}
CG区域渲染
于 2022-09-18 21:50:58 首次发布