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标题:
给物体添加一个明暗变化效果的shader
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作者:
晃晃
时间:
2011-9-5 08:27
标题:
给物体添加一个明暗变化效果的shader
个不错的shader,可以为场景的物体添加一个渐变明暗效果,下面是截图:
下面是shader代码:
Shader "Hidden/TerrainEngine/BillboardTree" {
Properties {
_MainTex ("Base (RGB) Alpha (A)", 2D) = "white" {}
}
SubShader {
Tags { "Queue" = "Transparent-100" "IgnoreProjector"="***e" "RenderType"="TreeBillboard" }
Pass {
ColorMask rgb
Blend SrcAlpha OneMinusSrcAlpha
ZWrite Off Cull Off
CGPROGRAM
#pragma vertex vert
#include "UnityCG.cginc"
#include "TerrainEngine.cginc"
#pragma fragment frag
s***ct v2f {
float4 pos : POSITION;
fixed4 color : COLOR0;
float2 uv : TEXCOORD0;
};
v2f vert (appdata_tree_billboard v) {
v2f o;
TerrainBillboardTree(v.vertex, v.texcoord1.xy, v.texcoord.y);
o.pos = mul (UNITY_MATRIX_MVP, v.vertex);
o.uv.x = v.texcoord.x;
o.uv.y = v.texcoord.y > 0;
o.color = v.color;
o.color *= o.uv.y;
return o;
}
sampler2D _MainTex;
fixed4 frag(v2f input) : COLOR
{
fixed4 col = tex2D( _MainTex, input.uv);
col.rgb *= input.color.rgb;
clip(col.a);
return col;
}
ENDCG
}
}
SubShader {
Tags { "Queue" = "Transparent-100" "IgnoreProjector"="***e" "RenderType"="TreeBillboard" }
Pass {
CGPROGRAM
#pragma vertex vert
#pragma exclude_renderers shaderonly
#include "UnityCG.cginc"
#include "TerrainEngine.cginc"
s***ct v2f {
float4 pos : POSITION;
fixed4 color : COLOR0;
float2 uv : TEXCOORD0;
};
v2f vert (appdata_tree_billboard v) {
v2f o;
TerrainBillboardTree(v.vertex, v.texcoord1.xy, v.texcoord.y);
o.pos = mul (UNITY_MATRIX_MVP, v.vertex);
o.uv.x = v.texcoord.x;
o.uv.y = v.texcoord.y > 0;
o.color = v.color;
return o;
}
ENDCG
ColorMask rgb
Blend SrcAlpha OneMinusSrcAlpha
ZWrite Off Cull Off
AlphaTest Greater 0
SetTexture [_MainTex] { combine texture * primary, texture }
}
}
Fallback Off
}
作者:
Asen
时间:
2011-9-7 08:36
木有图啊~~~~~~~~~
作者:
C.R.CAN
时间:
2012-5-3 23:18
不错啊 经典
作者:
markq
时间:
2012-5-4 23:21
谢谢分享
爱生活 爱3D 爱纳金网
www.narkii.com
作者:
菜刀吻电线
时间:
2012-6-3 23:18
“再次路过……”我造一个-----特别路过
作者:
晃晃
时间:
2012-8-26 00:02
谢谢楼主,真是太实用了
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