unity, 颜色随高度渐变shader
2015-07-30 14:07
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一,颜色随世界空间高度渐变。
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,颜色随模型空间高度渐变。
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"
}
参考:http://www.cnblogs.com/wantnon/p/4689304.html
效果:
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,颜色随模型空间高度渐变。
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"
}
参考:http://www.cnblogs.com/wantnon/p/4689304.html
效果:
![](http://images0.cnblogs.com/blog2015/543533/201507/301417290177937.png)
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