Shader "Castle/ColorMix" {
Properties {
// 基本贴图
_MainTex
("Texture Image", 2D) = "white" {}
// 爆光度
_Explosure("Explosure",
Float) = 1.0
// 整体提亮
_HighLight("HighLight", Float) = 0
//
混入黑白
_Brightness("Brightness", Float) = 0
// 这里是混入各颜色分量
_Color
("Main Color", COLOR) = (0,0,0,0)
}
SubShader {
Pass {
CGPROGRAM
#pragma vertex vert
#pragma
fragment frag
uniform sampler2D _MainTex;
uniform
float4 _MainTex_ST;
uniform float _Explosure;
uniform float
_HighLight;
uniform float _Brightness;
uniform float4
_Color;
struct vertexInput {
float4 vertex :
POSITION;
float4 texcoord : TEXCOORD0;
};
struct vertexOutput {
float4 pos : SV_POSITION;
float4 tex : TEXCOORD0;
};
vertexOutput
vert(vertexInput input)
{
vertexOutput output;
output.tex = input.texcoord;
output.pos =
mul(UNITY_MATRIX_MVP, input.vertex);
return output;
}
float4 frag(vertexOutput input) : COLOR
{
return tex2D(_MainTex,
_MainTex_ST.xy * input.tex.xy +
_MainTex_ST.zw) * _Explosure
+ float4(0.21 * _HighLight, 0.72 *
_HighLight, 0.07 *_HighLight, 1.0)
+
float4(_Brightness,_Brightness,_Brightness, 0.0)
+ _Color;
}
ENDCG
}
}
}
第一个Shader的更新,增加爆光度, 属性改为数值型(更直观,精确),布布扣,bubuko.com
第一个Shader的更新,增加爆光度, 属性改为数值型(更直观,精确)
原文:http://www.cnblogs.com/freebird92/p/3644618.html