SelfLight.PNG
代码语言:javascript复制 v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
o.worldNormal = mul(v.normal, (float3x3)unity_WorldToObject);
o.worldPos = mul(unity_ObjectToWorld, v.vertex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
// sample the texture
fixed4 col = tex2D(_MainTex, i.uv);
float3 worldNormal = normalize(i.worldNormal);
float3 viewDir = normalize(_WorldSpaceCameraPos.xyz - i.worldPos.xyz);
float cosValue = dot(worldNormal, viewDir);
//cos值大于阈值时不实现自发光效果
if (cosValue >= _Threshold) {
cosValue = 1;
}
return col _SelfColor * (1-cosValue)*_Strength;
}
外发光: 使用法线外拓的方式,再创建一个Pass
内发光与泛光.PNG
代码语言:javascript复制Shader "Unlit/SelfLight"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_SelfColor("SelfColor",Color) = (1,1,1)
_Threshold("threshold",Range(0,1)) = 0.2
_Strength("Strength",Range(0,1)) = 1
_Size("lightSize",Range(0,5)) = 0.1
_OutLightPow("pow",Range(0,2)) = 1
_OutLightStrength("outLightStrength",Range(0,2)) = 1
_NormalSize("NormalSize",Range(0,1)) = 0.01
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
float3 normal : NORMAL;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
float3 worldNormal : TEXCOORD1;
float3 worldPos : TEXCOORD2;
};
sampler2D _MainTex;
float4 _MainTex_ST;
fixed4 _SelfColor;
float _Threshold;
float _Strength;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
o.worldNormal = mul(v.normal, (float3x3)unity_WorldToObject);
o.worldPos = mul(unity_ObjectToWorld, v.vertex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
// sample the texture
fixed4 col = tex2D(_MainTex, i.uv);
float3 worldNormal = normalize(i.worldNormal);
float3 viewDir = normalize(_WorldSpaceCameraPos.xyz - i.worldPos.xyz);
float cosValue = dot(worldNormal, viewDir);
//cos值大于阈值时不实现自发光效果
if (cosValue >= _Threshold) {
cosValue = 1;
}
return col _SelfColor * (1-cosValue)*_Strength;
}
ENDCG
}
Pass
{
Tags{ "LightMode" = "Always" }
Blend SrcAlpha One
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float3 normal : NORMAL;
};
struct v2f
{
float4 vertex : SV_POSITION;
float3 worldNormal : TEXCOORD1;
float4 worldPos : TEXCOORD2;
};
sampler2D _MainTex;
float4 _MainTex_ST;
float4 _SelfColor;
float _Threshold;
float _Strength;
float _Size;
float _OutLightPow;
float _OutLightStrength;
float _NormalSize;
v2f vert(appdata v)
{
v.vertex.xyz = v.normal * _Size;
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.worldNormal = mul(v.normal, (float3x3)unity_WorldToObject);
o.worldPos = mul(unity_ObjectToWorld, v.vertex);
return o;
}
fixed4 frag(v2f i) : SV_Target
{
// sample the texture
float3 worldNormal = normalize(i.worldNormal);
float3 viewDir = normalize(_WorldSpaceCameraPos.xyz - i.worldPos.xyz);
float cosValue = dot(worldNormal, viewDir);
if (cosValue <= _NormalSize) {
//cosValue = 1;
}
else {
cosValue = 0;
}
float4 color = _SelfColor;
color.a = pow(saturate(cosValue),_OutLightPow);
//_OutLightStrength = cos(10 * _Time.x);
color.a *= _OutLightStrength * dot(viewDir, i.worldNormal);
return color;
}
ENDCG
}
}
}