unity, 颜色随高度渐变shader
一,顏色隨世界空間高度漸變。
Shader?"Custom/heightGradual_worldSpace"?{
????Properties?{
????????_Color?("Color",?Color)?=?(1,1,1,1)
????????_MainTex?("Albedo?(RGB)",?2D)?=?"white"?{}
????????_Glossiness?("Smoothness",?Range(0,1))?=?0.5
????????_Metallic?("Metallic",?Range(0,1))?=?0.0
????????_ButtonY?("ButtonY",?Range(-10,10))?=?0.0
????????_GradualScale("GradualScale",Range(0.1,10))?=1.0
????}
????SubShader?{
????????Tags?{?"RenderType"="Opaque" }
????????LOD?200
????????
????????CGPROGRAM
????????//?Physically?based?Standard?lighting?model,?and?enable?shadows?on?all?light?types
????????#pragma?surface?surf?Standard?fullforwardshadows?
????????//?Use?shader?model?3.0?target,?to?get?nicer?looking?lighting
????????#pragma?target?3.0
????????sampler2D?_MainTex;
????????struct?Input?{
????????????float2?uv_MainTex;
????????????float3?worldPos;
????????};
????????half?_Glossiness;
????????half?_Metallic;
????????fixed4?_Color;
????????float?_ButtonY;
????????float?_GradualScale;
? ? ?
????????void?surf?(Input?IN,?inout?SurfaceOutputStandard?o)?{
????????????//?Albedo?comes?from?a?texture?tinted?by?color
????????????fixed4?c?=?tex2D?(_MainTex,?IN.uv_MainTex)?*?_Color;
????????????o.Albedo?= c.rgb*(IN.worldPos.y*_GradualScale-_ButtonY);
????????????//?Metallic?and?smoothness?come?from?slider?variables
????????????o.Metallic?=?_Metallic;
????????????o.Smoothness?=?_Glossiness;
????????????o.Alpha?=?c.a;
????????}
????????ENDCG
????}?
????FallBack?"Diffuse"
}
二,顏色隨模型空間高度漸變。
?
Shader?"Custom/heightGradual_localSpace"?{
????Properties?{
????????_Color?("Color",?Color)?=?(1,1,1,1)
????????_MainTex?("Albedo?(RGB)",?2D)?=?"white"?{}
????????_Glossiness?("Smoothness",?Range(0,1))?=?0.5
????????_Metallic?("Metallic",?Range(0,1))?=?0.0
????????_ButtonY?("ButtonY",?Range(-10,10))?=?0.0
????????_GradualScale("GradualScale",Range(0.1,10))?=1.0
????}
????SubShader?{
????????Tags?{?"RenderType"="Opaque"?"DisableBatching"="True"?}//DisableBatching?tag,ref:?http://docs.unity3d.com/Manual/SL-SubShaderTags.html
????????LOD?200
????????
????????CGPROGRAM
????????//?Physically?based?Standard?lighting?model,?and?enable?shadows?on?all?light?types
????????#pragma?surface?surf?Standard?fullforwardshadows?vertex:vert
????????//?Use?shader?model?3.0?target,?to?get?nicer?looking?lighting
????????#pragma?target?3.0
????????sampler2D?_MainTex;
????????struct?Input?{
????????????float2?uv_MainTex;
????????????float3?my_vertPos;
????????};
????????half?_Glossiness;
????????half?_Metallic;
????????fixed4?_Color;
????????float?_ButtonY;
????????float?_GradualScale;
????????void?vert?(inout?appdata_full?v,?out?Input?o)?{
????????
????????????UNITY_INITIALIZE_OUTPUT(Input,o);//ref:?http://forum.unity3d.com/threads/what-does-unity_initialize_output-do.186109/
????????????o.my_vertPos=v.vertex;
?????????}
????????void?surf?(Input?IN,?inout?SurfaceOutputStandard?o)?{
????????????//?Albedo?comes?from?a?texture?tinted?by?color
????????????fixed4?c?=?tex2D?(_MainTex,?IN.uv_MainTex)?*?_Color;
????????????o.Albedo?=?c.rgb*(IN.my_vertPos.y*_GradualScale-_ButtonY);
????????????//?Metallic?and?smoothness?come?from?slider?variables
????????????o.Metallic?=?_Metallic;
????????????o.Smoothness?=?_Glossiness;
????????????o.Alpha?=?c.a;
????????}
????????ENDCG
????}?
????FallBack?"Diffuse"
}
參考:http://www.cnblogs.com/wantnon/p/4689304.html
效果:
?
總結
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