Properties {
_MainTex ("Base (RGB)", 2D) = "white" {}
_SnowTex ("SnowTexture(RGB)",2D) = "white"{}
_SnowCount ("SnowCount", Range (0.0, 1)) = 0.078
}
struct appdata_t {
float4 vertex : POSITION;
float2 texcoord : TEXCOORD0;
float3 normal : NORMAL;
};
struct v2f {
float4 vertex : SV_POSITION;
half2 texcoord : TEXCOORD0;
half2 snowUV : TEXCOORD1 ;
fixed4 snow : COLOR;//定义一个四元数用来传递将积雪位置到frag函数
UNITY_FOG_COORDS(1)
};float3 worldNormal = mul((float3x3)_Object2World ,v.normal );//将法线转换到世界空间 float rim = 1-saturate(dot(float3(0,1,0),worldNormal ));//将世界空间的法线方向与Y轴做点积运算 o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex); o.snowUV = TRANSFORM_TEX(v.texcoord , _SnowTex); o.snow = pow(rim,_SnowCount*64);//控制积雪的量,这个值将传入到frag函数里面用来混合两张贴图
Shader "PengLu/Unlit/SnowVF" {
Properties {
_MainTex ("Base (RGB)", 2D) = "white" {}
_SnowTex ("SnowTexture(RGB)",2D) = "white"{}
_SnowCount ("SnowCount", Range (0.0, 1)) = 0.078
}
SubShader {
Tags { "RenderType"="Opaque" }
LOD 100
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_fog
#include "UnityCG.cginc"
struct appdata_t {
float4 vertex : POSITION;
float2 texcoord : TEXCOORD0;
float3 normal : NORMAL;
};
struct v2f {
float4 vertex : SV_POSITION;
half2 texcoord : TEXCOORD0;
half2 snowUV : TEXCOORD1 ;
fixed4 snow : COLOR;
UNITY_FOG_COORDS(1)
};
sampler2D _MainTex;
sampler2D _SnowTex;
float4 _MainTex_ST,_SnowTex_ST;
float _SnowCount;
v2f vert (appdata_t v)
{
v2f o;
o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
float3 worldNormal = mul((float3x3)_Object2World ,v.normal );
float rim = 1-saturate(dot(float3(0,1,0),worldNormal ));
o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
o.snowUV = TRANSFORM_TEX(v.texcoord , _SnowTex);
o.snow = pow(rim,_SnowCount*64);
UNITY_TRANSFER_FOG(o,o.vertex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed4 col = tex2D(_MainTex, i.texcoord);
fixed4 snow = tex2D(_SnowTex,i.snowUV);
col = lerp(snow,col,saturate(i.snow));
UNITY_APPLY_FOG(i.fogCoord, col);
UNITY_OPAQUE_ALPHA(col.a);
return col;
}
ENDCG
}
}
}
Shader "PengLu/Unlit/SnowBumpVF" {
Properties {
_MainTex ("Base (RGB)", 2D) = "white" {}
_BumpMap ("BaseBump", 2D) = "bump" {}
_SnowTex ("SnowTexture(RGB)",2D) = "white"{}
_SnowCount ("SnowCount", Range (0.01, 1)) = 0.078
}
SubShader {
Tags { "RenderType"="Opaque" }
LOD 200
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_fog
#include "UnityCG.cginc"
struct v2f {
float4 vertex : SV_POSITION;
half2 texcoord : TEXCOORD0;
half2 snowUV : TEXCOORD1 ;
// fixed4 snow : COLOR;
float3 tangent:TEXCOORD2;
float3 binormal : TEXCOORD3;
float3 normal : TEXCOORD4;
UNITY_FOG_COORDS(1)
};
sampler2D _MainTex,_BumpMap;
sampler2D _SnowTex;
float4 _MainTex_ST,_SnowTex_ST;
float _SnowCount;
v2f vert (appdata_full v)
{
v2f o;
o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
o.tangent = v.tangent.xyz;
o.normal = v.normal;
o.binormal=cross(v.normal,v.tangent.xyz)*v.tangent.w;
o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
o.snowUV = TRANSFORM_TEX(v.texcoord , _SnowTex);
UNITY_TRANSFER_FOG(o,o.vertex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed4 col = tex2D(_MainTex, i.texcoord);
fixed4 snow = tex2D(_SnowTex,i.snowUV);
float3x3 rotation=float3x3 (i.tangent.xyz,i.binormal,i.normal);
float3 N = UnpackNormal(tex2D(_BumpMap,i.texcoord));
N=normalize(mul(N,rotation));
N = mul((float3x3)_Object2World ,N );
float rim = 1-saturate(dot(float3(0,1,0),N));
float4 lerpsnow = pow(rim,_SnowCount*16);
col = lerp(snow,col,saturate(lerpsnow));
UNITY_APPLY_FOG(i.fogCoord, col);
UNITY_OPAQUE_ALPHA(col.a);
return col;
}
ENDCG
}
}
}
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原文:http://blog.csdn.net/u011047171/article/details/47339673