Shader "Unlit/GUANGGAO"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
[MaterialToggle]_Verical("Verical",Range(0,1))=1//方向约束
}
SubShader
{
Tags { "RenderType"="Transparent" "Queuue"="Transparent" "IgnoreProjector"="true" "DisableBacthing"="True"}
LOD 100
Pass
{
ZWrite off
Blend SrcAlpha OneMinusSrcAlpha
Cull off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
// make fog work
#pragma multi_compile_fog
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
UNITY_FOG_COORDS(1)
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _MainTex_ST;
fixed _Verical;
v2f vert (appdata v)
{
v2f o;
float3 center=float3 (0,0,0);
float3 view=mul(unity_WorldToObject,float4(_WorldSpaceCameraPos,1));
float3 normalDir=view - center;
normalDir.y= normalDir.y*_Verical;
normalDir=normalize(normalDir);
float3 upDir= abs(normalDir.y)>0.999? float3(0,0,1):float3(0,1,0);//判断法线是否向上
float3 rightDir=normalize(cross(upDir,normalDir));
upDir=normalize(cross(normalDir,rightDir));
float3 centerOffs=v.vertex.xyz-center;
float3 localPos=center+rightDir*centerOffs.x+upDir*centerOffs.y+normalDir*centerOffs.z;
o.vertex = UnityObjectToClipPos(localPos);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
UNITY_TRANSFER_FOG(o,o.vertex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
// sample the texture
fixed4 col = tex2D(_MainTex, i.uv);
// apply fog
UNITY_APPLY_FOG(i.fogCoord, col);
return col;
}
ENDCG
}
}
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于 2022-09-20 15:24:49 首次发布