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【Unity3D自学记录】 Unity3D Shader之外发光材质

2014-07-02 15:45 369 查看
Shader "Faye/OutLightting"
{
Properties
{
_MainTex("Texture (RGB)", 2D) = "black" {}
_Color("Color", Color) = (0, 0, 0, 1)
_AtmoColor("Atmosphere Color", Color) = (0.5, 0.5, 1.0, 1)
_Size("Size", Float) = 0.1
_Falloff("Falloff", Float) = 5
_FalloffPlanet("Falloff Planet", Float) = 5
_Transparency("Transparency", Float) = 15
_TransparencyPlanet("Transparency Planet", Float) = 1
}

SubShader
{
Pass
{
Name "PlanetBase"
Tags {"LightMode" = "Always"}
Cull Back

CGPROGRAM
#pragma vertex vert
#pragma fragment frag

#pragma fragmentoption ARB_fog_exp2
#pragma fragmentoption ARB_precision_hint_fastest

#include "UnityCG.cginc"

uniform sampler2D _MainTex;
uniform float4 _MainTex_ST;
uniform float4 _Color;
uniform float4 _AtmoColor;
uniform float _FalloffPlanet;
uniform float _TransparencyPlanet;

struct v2f
{
float4 pos : SV_POSITION;
float3 normal : TEXCOORD0;
float3 worldvertpos : TEXCOORD1;
float2 texcoord : TEXCOORD2;
};

v2f vert(appdata_base v)
{
v2f o;

o.pos = mul (UNITY_MATRIX_MVP, v.vertex);
o.normal = v.normal;
o.worldvertpos = mul(_Object2World, v.vertex).xyz;
o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);

return o;
}

float4 frag(v2f i) : COLOR
{
i.normal = normalize(i.normal);
float3 viewdir = normalize(_WorldSpaceCameraPos-i.worldvertpos);

float4 atmo = _AtmoColor;
atmo.a = pow(1.0-saturate(dot(viewdir, i.normal)), _FalloffPlanet);
atmo.a *= _TransparencyPlanet*_Color;

float4 color = tex2D(_MainTex, i.texcoord)*_Color;
color.rgb = lerp(color.rgb, atmo.rgb, atmo.a);

return color*dot(normalize(i.worldvertpos-_WorldSpaceLightPos0), i.normal);
}
ENDCG
}

Pass
{
Name "AtmosphereBase"
Tags {"LightMode" = "Always"}
Cull Front
Blend SrcAlpha One

CGPROGRAM
#pragma vertex vert
#pragma fragment frag

#pragma fragmentoption ARB_fog_exp2
#pragma fragmentoption ARB_precision_hint_fastest

#include "UnityCG.cginc"

uniform float4 _Color;
uniform float4 _AtmoColor;
uniform float _Size;
uniform float _Falloff;
uniform float _Transparency;

struct v2f
{
float4 pos : SV_POSITION;
float3 normal : TEXCOORD0;
float3 worldvertpos : TEXCOORD1;
};

v2f vert(appdata_base v)
{
v2f o;

v.vertex.xyz += v.normal*_Size;
o.pos = mul (UNITY_MATRIX_MVP, v.vertex);
o.normal = v.normal;
o.worldvertpos = mul(_Object2World, v.vertex);

return o;
}

float4 frag(v2f i) : COLOR
{
i.normal = normalize(i.normal);
float3 viewdir = normalize(i.worldvertpos-_WorldSpaceCameraPos);

float4 color = _AtmoColor;
color.a = pow(saturate(dot(viewdir, i.normal)), _Falloff);
color.a *= _Transparency*_Color*dot(normalize(i.worldvertpos-_WorldSpaceLightPos0), i.normal);
return color;
}
ENDCG
}
}

FallBack "Diffuse"
}
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标签:  unity3d