先上流光效果。
变动的是世界坐标x值。当顶点世界坐标靠近变动值,则在附近取流光贴图颜色值附加到物体上。
首先,我们需要在使用shader模型位置处加上vertex:Myvert 后面名字是顶点着色器函数名字
#pragma surface surf Lambert alpha:fade keepalpha noshadow vertex:Myvert
然后编写顶点着色器片段。这里在结构体处增加了世界坐标。
struct Input
{
float2 uv_texcoord;
float3 worldSpacePos;
};
void Myvert(inout appdata_full v, out Input i)
{
UNITY_INITIALIZE_OUTPUT(Input, i);
i.worldSpacePos = mul(unity_ObjectToWorld, v.vertex);
}
然后就可以在表面着色器片段中编写自己的需求了。
整体代码如下:
Shader "Map-base"
{
Properties
{
_Color("_Color", Color) = (0,0,0,1)
_Normal("Normal", 2D) = "white" {}
[HDR]_linecolor("line-color", Color) = (0,0,0,0)
_linemap("line-map", 2D) = "white" {}
[HideInInspector] _texcoord( "", 2D ) = "white" {}
[HideInInspector] __dirty( "", Int ) = 1
_FlowX("_FlowX",float)=0
_FlowTex("_FlowTex",2D)="white" {}
_FlowWidth("_FlowWidth",Range(0.01,1))=1
}
SubShader
{
Tags{ "RenderType" = "Transparent" "Queue" = "Transparent+100" "IgnoreProjector" = "True" "IsEmissive" = "true" }
Cull Back
CGPROGRAM
#include "UnityStandardUtils.cginc"
#pragma target 3.0
#pragma surface surf Lambert alpha:fade keepalpha noshadow vertex:Myvert
struct Input
{
float2 uv_texcoord;
float3 worldSpacePos;
};
uniform sampler2D _Normal;
uniform float4 _Normal_ST;
uniform float4 _Color;
uniform float4 _linecolor;
uniform sampler2D _linemap;
uniform float4 _linemap_ST;
uniform float _FlowX;
uniform sampler2D _FlowTex;
uniform float _FlowWidth;
void Myvert(inout appdata_full v, out Input i)
{
UNITY_INITIALIZE_OUTPUT(Input, i);
i.worldSpacePos = mul(unity_ObjectToWorld, v.vertex);
}
void surf( Input i , inout SurfaceOutput o )
{
float2 uv_Normal = i.uv_texcoord * _Normal_ST.xy + _Normal_ST.zw;
o.Normal = UnpackScaleNormal( tex2D( _Normal, uv_Normal ), 2.0 );
float2 uv_linemap = i.uv_texcoord * _linemap_ST.xy + _linemap_ST.zw;
o.Emission = ( _linecolor * tex2D( _linemap, uv_linemap ).a ).rgb;
float d1=i.worldSpacePos.x-_FlowX;
fixed4 c=fixed4(0,0,0,1);
if(abs(d1)>_FlowWidth/2)
c=fixed4(0,0,0,1);
else c=tex2D(_FlowTex, fixed2(0.5+d1/_FlowWidth,1));
o.Albedo = _Color.rgb+c.rgb;
o.Alpha = _Color.a*c.a;
}
ENDCG
}
CustomEditor "ASEMaterialInspector"
}
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