• L老师 Shader编程教程 学习


     

     

     1 Shader "VoidGame/FixedShader" {
     2     Properties{
     3         //颜色
     4         _Color("Color",Color)=(1,1,1,1)
     5         //环境光
     6         _Ambient("Ambient",Color)=(0.3,0.3,0.3,0.3)
     7         //高光反射
     8         _Specular("Specular",Color)=(1,1,1,1)
     9         //光泽
    10         _Shininess("Shininess",range(0,8))=4
    11         //自发光
    12         _Emission("Emision",Color)=(1,1,1,1)
    13         //主纹理
    14         _MainTex("MainTex",2D) = "white"{}
    15         //第二张纹理
    16         _SecondTex("SecondTex",2D) = "white"{}
    17         _ConstantColor("ConstantColor",Color)=(1,1,1,0.3)
    18     }
    19     SubShader{
    20         Tags  { "Queue" = "Transparent" }
    21         pass {
    22             Blend SrcAlpha OneMinusSrcAlpha
    23 
    24             //color(1,1,1,1)
    25             //color[_Color]
    26             material{
    27                 diffuse[_Color]
    28                 ambient[_Ambient]
    29                 specular[_Specular]
    30                 shininess[_Shininess]
    31                 emission[_Emission]
    32             }
    33             lighting on
    34             separatespecular on
    35 
    36             settexture[_MainTex]{
    37                 combine texture * primary double
    38             }
    39             settexture[_SecondTex]{
    40                 constantColor[_ConstantColor]
    41                 combine texture * previous double,texture * constant
    42             }
    43         }
    44     }
    45 }
    FixedShader

     

     1 Shader "VoidGame/VertexShader1" {
     2     SubShader{
     3         Pass{
     4             CGPROGRAM
     5 
     6             #pragma vertex vert
     7             #pragma fragment frag
     8 
     9             void vert(in float2 objPos:POSITION,out float4 pos:POSITION,out float4 col:COLOR) {
    10                 pos = float4(objPos,0,1);
    11                 col = pos;
    12             }
    13 
    14             void frag(inout float4 col:COLOR) {
    15                 col = float4(0,1,0,1);
    16             }    
    17 
    18             ENDCG
    19         }
    20     }
    21 }
    VertexShader1

     

    数学函数(Mathematical Functions)

    几何函数(Geometric Functions)

    纹理映射函数(Texture Map Functions)

    偏导函数(Derivative Functions)

    调试函数(Debugging Function)

     

    2d旋转

     1 /*
     2 脚本名称:
     3 脚本作者:
     4 建立时间:
     5 脚本功能:
     6 版本号:
     7 */
     8 using System;
     9 using System.Collections.Generic;
    10 using System.Drawing;
    11 using System.Text;
    12 
    13 namespace MatrixTransform {
    14     class Triangle {
    15         PointF A, B, C;
    16 
    17         public Triangle(PointF A,PointF B,PointF C) {
    18             this.A = A;
    19             this.B = B;
    20             this.C = C;
    21         }
    22 
    23         public void Draw(Graphics g) {
    24             Pen pen = new Pen(Color.Red,2);
    25             g.DrawLine(pen,A,B);
    26             g.DrawLine(pen,B,C);
    27             g.DrawLine(pen,C,A);
    28         }
    29 
    30         public void Rotate(int degree) {
    31             float angle = (float)(degree / 360.0f * Math.PI);
    32 
    33             float newX = (float)(A.X * Math.Cos(angle) - A.Y * Math.Sin(angle));
    34             float newY = (float)(A.X * Math.Sin(angle) + A.Y * Math.Cos(angle));
    35 
    36             A.X = newX;
    37             A.Y = newY;
    38 
    39             newX = (float)(B.X * Math.Cos(angle) - B.Y * Math.Sin(angle));
    40             newY = (float)(B.X * Math.Sin(angle) + B.Y * Math.Cos(angle));
    41 
    42             B.X = newX;
    43             B.Y = newY;
    44 
    45             newX = (float)(C.X * Math.Cos(angle) - C.Y * Math.Sin(angle));
    46             newY = (float)(C.X * Math.Sin(angle) + C.Y * Math.Cos(angle));
    47 
    48             C.X = newX;
    49             C.Y = newY;
    50         }
    51     }
    52 }
    Triangle
     1 using System;
     2 using System.Collections.Generic;
     3 using System.ComponentModel;
     4 using System.Data;
     5 using System.Drawing;
     6 using System.Text;
     7 using System.Windows.Forms;
     8 
     9 namespace MatrixTransform {
    10     public partial class Form1:Form {
    11 
    12         Triangle t;
    13 
    14         public Form1() {
    15             InitializeComponent();
    16         }
    17 
    18         private void From1_Paint(Object sender,PaintEventArgs e) {
    19             e.Graphics.TranslateTransform(300,300);
    20             t.Draw(e.Graphics);
    21         }
    22 
    23         private void Form1_Load(object sender,EventArgs e) {
    24             PointF A = new PointF(0,-200);
    25             PointF B = new PointF(200,200);
    26             PointF C = new PointF(-200,200);
    27             t = new Triangle(A,B,C);
    28         }
    29 
    30         private void timer1_Tick(object sender,EventArgs e) {
    31             t.Rotate(1);
    32             this.Invalidate();
    33         }
    34     }
    35 }
    Form1

    视频:https://pan.baidu.com/s/1nu9yHgl

    项目:https://pan.baidu.com/s/1skDuxtj

    3d

     1 /*
     2 脚本名称:
     3 脚本作者:
     4 建立时间:
     5 脚本功能:
     6 版本号:
     7 */
     8 using System;
     9 using System.Collections.Generic;
    10 using System.Text;
    11 
    12 namespace _3DTransform {
    13 
    14     class Vector4 {
    15         public double x, y, z, w;
    16         public Vector4() {
    17 
    18         }
    19 
    20         public Vector4(double x,double y,double z,double w) {
    21             this.x = x;
    22             this.y = y;
    23             this.z = z;
    24             this.w = w;
    25         }
    26 
    27         public Vector4(Vector4 v) {
    28             this.x = v.x;
    29             this.y = v.y;
    30             this.z = v.z;
    31             this.w = v.w;
    32         }
    33     }
    34 }
    Vector4
     1 /*
     2 脚本名称:
     3 脚本作者:
     4 建立时间:
     5 脚本功能:
     6 版本号:
     7 */
     8 using System;
     9 using System.Collections.Generic;
    10 using System.Text;
    11 
    12 namespace _3DTransform {
    13     class Matrix4x4 {
    14 
    15         private double[,] pts;
    16         public Matrix4x4() {
    17             pts = new double[4,4];
    18         }
    19 
    20         public double this[int i,int j] {
    21             get {
    22                 return pts[i - 1,j - 1];
    23             }
    24             set {
    25                 pts[i - 1,j - 1] = value;
    26             }
    27         }
    28 
    29         public Matrix4x4 Mul(Matrix4x4 m) {
    30             Matrix4x4 newM = new Matrix4x4();
    31             for(int w = 1;w <= 4;w++) {
    32                 for(int h = 1;h <= 4;h++) {
    33                     for(int n = 1;n <= 4;n++) {
    34                         newM[w,h] += this[w,n] * m[n,h];
    35                     }
    36                 }
    37             }
    38             return newM;
    39         }
    40 
    41         public Vector4 Mul(Vector4 v) {
    42             Vector4 newV = new Vector4();
    43             newV.x = v.x * this[1,1] + v.y * this[2,1] + v.z * this[3,1] + v.w * this[4,1];
    44             newV.y = v.x * this[1,2] + v.y * this[2,2] + v.z * this[3,2] + v.w * this[4,2];
    45             newV.z = v.x * this[1,3] + v.y * this[2,3] + v.z * this[3,3] + v.w * this[4,3];
    46             newV.w = v.x * this[1,4] + v.y * this[2,4] + v.z * this[3,4] + v.w * this[4,4];
    47 
    48             return newV;
    49         }
    50     }
    51 }
    Matrix4
     1 /*
     2 脚本名称:
     3 脚本作者:
     4 建立时间:
     5 脚本功能:
     6 版本号:
     7 */
     8 using System;
     9 using System.Collections.Generic;
    10 using System.Drawing;
    11 using System.Text;
    12 
    13 namespace _3DTransform {
    14     class Triangle3D {
    15 
    16 
    17         private Vector4 a, b, c;
    18 
    19         public Vector4 A, B, C;
    20 
    21         public Triangle3D() {
    22 
    23         }
    24 
    25         public Triangle3D(Vector4 a,Vector4 b,Vector4 c) {
    26             this.A = this.a = new Vector4(a);
    27             this.B = this.b = new Vector4(b);
    28             this.C = this.c = new Vector4(c);
    29         }
    30 
    31         public void Transform(Matrix4x4 m) {
    32             this.a = m.Mul(this.A);
    33             this.b = m.Mul(this.B);
    34             this.c = m.Mul(this.C);
    35         }
    36 
    37         public void Draw(Graphics g) {
    38             g.TranslateTransform(300,300);
    39             g.DrawLines(new Pen(Color.Red,2),this.Get2DPointFArr());
    40         }
    41 
    42         private PointF[] Get2DPointFArr() {
    43             PointF[] arr = new PointF[4];
    44             arr[0] = Get2DPointF(this.a);
    45             arr[1] = Get2DPointF(this.b);
    46             arr[2] = Get2DPointF(this.c);
    47             arr[3] = arr[0];
    48             return arr;
    49         }
    50 
    51         private PointF Get2DPointF(Vector4 v) {
    52             PointF p = new PointF();
    53             p.X = (float)(v.x / v.w);
    54             p.Y = (float)(v.y / v.w);
    55             return p;
    56         }
    57     }
    58 }
    Triangle3D
     1 using System;
     2 using System.Collections.Generic;
     3 using System.ComponentModel;
     4 using System.Data;
     5 using System.Drawing;
     6 using System.Text;
     7 using System.Windows.Forms;
     8 
     9 namespace _3DTransform {
    10     public partial class Form1:Form {
    11 
    12         int a;
    13 
    14         Triangle3D triangle;
    15 
    16         Matrix4x4 m_scale;
    17         Matrix4x4 m_rotation;
    18         Matrix4x4 m_view;
    19         Matrix4x4 m_projection;
    20 
    21         public Form1() {
    22             InitializeComponent();
    23 
    24             m_scale = new Matrix4x4();
    25             m_scale[1,1] = 250;
    26             m_scale[2,2] = 250;
    27             m_scale[3,3] = 250;
    28             m_scale[4,4] = 1;
    29 
    30             m_rotation = new Matrix4x4();
    31 
    32             m_view = new Matrix4x4();
    33             m_view[1,1] = 1;
    34             m_view[2,2] = 1;
    35             m_view[3,3] = 1;
    36             m_view[4,3] = 250;
    37             m_view[4,4] = 1;
    38 
    39             m_projection = new Matrix4x4();
    40             m_projection[1,1] = 1;
    41             m_projection[2,2] = 1;
    42             m_projection[3,3] = 1;
    43             m_projection[3,4] = 1.0/250;
    44         }
    45 
    46         private void Form1_Load(object sender,EventArgs e) {
    47             Vector4 a = new Vector4(0,-0.5,0,1);
    48             Vector4 b = new Vector4(0.5,0.5,0,1);
    49             Vector4 c = new Vector4(-0.5,0.5,0,1);
    50 
    51             triangle = new Triangle3D(a,b,c);
    52 
    53         }
    54 
    55         private void Form1_Paint(object sender,PaintEventArgs e) {
    56             triangle.Draw(e.Graphics);
    57         }
    58 
    59         private void timer1_Tick(object sender,EventArgs e) {
    60 
    61             a += 2;
    62             double angle = a / 360.0 * Math.PI;
    63 
    64             m_rotation[1,1] = Math.Cos(angle);
    65             m_rotation[1,3] = Math.Sin(angle);
    66             m_rotation[2,2] = 1;
    67             m_rotation[3,1] = -Math.Sin(angle);
    68             m_rotation[3,3] = Math.Cos(angle);
    69             m_rotation[4,4] = 1;
    70 
    71             Matrix4x4 m = m_scale.Mul(m_rotation);
    72             m = m.Mul(m_view);
    73             m = m.Mul(m_projection);
    74 
    75             triangle.Transform(m);
    76             this.Invalidate();
    77         }
    78 
    79         private void trackBar1_Scroll(object sender,EventArgs e) {
    80             m_view[4,3] = (sender as TrackBar).Value;
    81         }
    82     }
    83 }
    Form1

    视频:https://pan.baidu.com/s/1slxvCk9

    项目:https://pan.baidu.com/s/1dERVVdZ

    旋转

     1 Shader "VoidGame/31" {
     2     SubShader{
     3         Pass{
     4             CGPROGRAM
     5 
     6             #pragma vertex vert
     7             #pragma fragment frag
     8 
     9             #include "UnityCG.cginc"
    10 
    11             float4x4 mvp;
    12             float4x4 rm;
    13             float4x4 sm;
    14 
    15             struct v2f {
    16                 float4 pos:POSITION;
    17             };
    18 
    19             v2f vert(appdata_base v) {
    20                 v2f o;
    21 
    22                 //o.pos = mul(mvp, v.vertex);
    23 
    24                 float4x4 m = mul(UNITY_MATRIX_MVP, sm);
    25                 o.pos = mul(m, v.vertex);
    26 
    27                 return o;
    28             }
    29 
    30             fixed4 frag():COLOR {
    31                 return fixed4(1, 1, 1, 1);
    32             }
    33 
    34             ENDCG
    35         }
    36     }
    37 }
    31
     1 /*
     2 脚本名称:
     3 脚本作者:
     4 建立时间:
     5 脚本功能:
     6 版本号:
     7 */
     8 using UnityEngine;
     9 using System.Collections;
    10 
    11 namespace VoidGame {
    12 
    13     public class MVPTransform : MonoBehaviour {
    14 
    15         private void Update() {
    16 
    17             //Matrix4x4 RM = new Matrix4x4();
    18             //RM[0,0] = Mathf.Cos(Time.realtimeSinceStartup);
    19             //RM[0,2] = Mathf.Sin(Time.realtimeSinceStartup);
    20             //RM[1,1] = 1;
    21             //RM[2,0] = -Mathf.Sin(Time.realtimeSinceStartup);
    22             //RM[2,2] = Mathf.Cos(Time.realtimeSinceStartup);
    23             //RM[3,3] = 1;
    24 
    25             //Matrix4x4 mvp = Camera.main.projectionMatrix * Camera.main.worldToCameraMatrix * transform.localToWorldMatrix;
    26 
    27             //mvp *= RM;
    28 
    29             //GetComponent<Renderer>().material.SetMatrix("mvp",mvp);
    30 
    31             Matrix4x4 RM = new Matrix4x4();
    32             RM[0,0] = Mathf.Cos(Time.realtimeSinceStartup);
    33             RM[0,2] = Mathf.Sin(Time.realtimeSinceStartup);
    34             RM[1,1] = 1;
    35             RM[2,0] = -Mathf.Sin(Time.realtimeSinceStartup);
    36             RM[2,2] = Mathf.Cos(Time.realtimeSinceStartup);
    37             RM[3,3] = 1;
    38 
    39             Matrix4x4 SM = new Matrix4x4();
    40             SM[0,0] = Mathf.Sin(Time.realtimeSinceStartup) / 4 + 0.5f;
    41             SM[1,1] = Mathf.Cos(Time.realtimeSinceStartup) / 8 + 0.5f;
    42             SM[2,2] = Mathf.Sin(Time.realtimeSinceStartup) / 6 + 0.5f;
    43             SM[3,3] = 1;
    44 
    45             GetComponent<Renderer>().material.SetMatrix("sm",SM);
    46         }
    47     }
    48 }
    MVPTransform

    颜色

     1 // Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
     2 
     3 Shader "VoidGame/33" {
     4     SubShader{
     5         Pass{
     6             CGPROGRAM
     7 
     8             #pragma vertex vert
     9             #pragma fragment frag
    10 
    11             #include "UnityCG.cginc"
    12 
    13 
    14             struct v2f {
    15                 float4 pos:POSITION;
    16                 fixed4 color : COLOR;
    17             };
    18 
    19             v2f vert(appdata_base v) {
    20                 v2f o;
    21 
    22                 //o.pos = mul(mvp, v.vertex);
    23 
    24                 o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
    25 
    26                 //if (v.vertex.x > 0) {
    27                 //    o.color = fixed4(1, 0, 0, 1);
    28                 //}
    29                 //else {
    30                 //    o.color = fixed4(0, 0, 1, 1);
    31                 //}
    32 
    33                 if (v.vertex.x == 0.5 && v.vertex.y == 0.5 && v.vertex.z == -0.5) {
    34                     o.color = fixed4(_SinTime.w / 2 + 0.5, _CosTime.w / 2 + 0.5, _SinTime.y / 2 + 0.5, 1);
    35                 }
    36                 else {
    37                     o.color = fixed4(0, 0, 1, 1);
    38                 }
    39 
    40                 //float4 wpos = mul(unity_ObjectToWorld, v.vertex);
    41                 //if (wpos.x > 0) {
    42                 //    o.color = fixed4(1, 0, 0, 1);
    43                 //}
    44                 //else {
    45                 //    o.color = fixed4(0, 0, 1, 1);
    46                 //}
    47 
    48                 return o;
    49             }
    50 
    51             fixed4 frag(v2f IN):COLOR {
    52                 return IN.color;
    53             }
    54 
    55             ENDCG
    56         }
    57     }
    58 }
    33

     

     1 // Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
     2 
     3 Shader "VoidGame/34" {
     4     SubShader{
     5         Pass{
     6             CGPROGRAM
     7 
     8             #pragma vertex vert
     9             #pragma fragment frag
    10 
    11             #include "UnityCG.cginc"
    12 
    13             float dis;
    14             float r;
    15             
    16 
    17             struct v2f {
    18                 float4 pos:POSITION;
    19                 fixed4 color : COLOR;
    20             };
    21 
    22             v2f vert(appdata_base v) {
    23                 v2f o;
    24                 o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
    25 
    26                 float x = o.pos.x / o.pos.w;
    27 
    28                 if (x > dis && x < dis+r) {
    29                     o.color = fixed4(1, 0, 0, 1);
    30                 }
    31                 else {
    32                     o.color = fixed4(x / 2 + 0.5, x / 2 + 0.5, x / 2 + 0.5, 1);
    33                 }
    34 
    35                 return o;
    36             }
    37 
    38             fixed4 frag(v2f IN):COLOR {
    39                 return IN.color;
    40             }
    41 
    42             ENDCG
    43         }
    44     }
    45 }
    34
     1 /*
     2 脚本名称:
     3 脚本作者:
     4 建立时间:
     5 脚本功能:
     6 版本号:
     7 */
     8 using UnityEngine;
     9 using System.Collections;
    10 
    11 namespace VoidGame {
    12 
    13     public class SetFloat : MonoBehaviour {
    14 
    15         private float dis = -1;
    16         private float r = 0.1f;
    17 
    18         private void Update() {
    19             dis += Time.deltaTime;
    20             GetComponent<Renderer>().material.SetFloat("dis",dis);
    21             GetComponent<Renderer>().material.SetFloat("r",r);
    22         }
    23     }
    24 }
    SetFloat

     1 // Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
     2 
     3 // Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
     4 
     5 Shader "VoidGame/35" {
     6     Properties{
     7         _R("R",range(0,5)) = 1
     8         _OX("OX",range(-5,5)) = 0
     9     }
    10     SubShader{
    11         Pass{
    12             CGPROGRAM
    13 
    14             #pragma vertex vert
    15             #pragma fragment frag
    16 
    17             #include "UnityCG.cginc"
    18 
    19             float dis;
    20             float r;
    21             
    22             float _R;
    23             float _OX;
    24 
    25             struct v2f {
    26                 float4 pos:POSITION;
    27                 fixed4 color : COLOR;
    28             };
    29 
    30             v2f vert(appdata_base v) {
    31 
    32                 //float2 xy = v.vertex.xz;
    33 
    34                 float4 wpos = mul(unity_ObjectToWorld, v.vertex);
    35 
    36                 float2 xy = wpos.xz;
    37                 float d = _R - length(xy - float2(_OX,0));
    38 
    39                 d = d < 0 ? 0 : d;
    40                 float height = 1;
    41                 float4 uppos = float4(v.vertex.x, height*d, v.vertex.z, v.vertex.w);
    42 
    43                 v2f o;
    44                 o.pos = mul(UNITY_MATRIX_MVP, uppos);
    45 
    46                 o.color = fixed4(uppos.y, uppos.y, uppos.y, 1);
    47 
    48                 return o;
    49             }
    50 
    51             fixed4 frag(v2f IN):COLOR {
    52                 return IN.color;
    53             }
    54 
    55             ENDCG
    56         }
    57     }
    58 }
    35

     1 // Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
     2 
     3 // Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
     4 
     5 Shader "VoidGame/36" {
     6     SubShader{
     7         Pass{
     8             CGPROGRAM
     9 
    10             #pragma vertex vert
    11             #pragma fragment frag
    12 
    13             #include "UnityCG.cginc"
    14 
    15             struct v2f {
    16                 float4 pos:POSITION;
    17                 fixed4 color : COLOR;
    18             };
    19 
    20             v2f vert(appdata_base v) {
    21 
    22                 float angle = length(v.vertex)*_SinTime.w;
    23 
    24                 //float4x4 m = {
    25                 //    float4(cos(angle),0,sin(angle),0),
    26                 //    float4(0,1,0,0),
    27                 //    float4(-sin(angle),0,cos(angle),0),
    28                 //    float4(0,0,0,1)
    29                 //};
    30 
    31                 float x = cos(angle)*v.vertex.x + sin(angle)*v.vertex.z;
    32                 float z = cos(angle)*v.vertex.z - sin(angle)*v.vertex.x;
    33                 v.vertex.x = x;
    34                 v.vertex.z = z;
    35 
    36                 //v.vertex = mul(m, v.vertex);
    37 
    38                 v2f o;
    39                 o.pos = mul(UNITY_MATRIX_MVP,v.vertex);
    40 
    41                 o.color = fixed4(0,1,1,1);
    42 
    43                 return o;
    44             }
    45 
    46             fixed4 frag(v2f IN) :COLOR{
    47                 return IN.color;
    48             }
    49 
    50             ENDCG
    51         }
    52     }
    53 }
    36

     1 // Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
     2 
     3 // Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
     4 
     5 Shader "VoidGame/37" {
     6     SubShader{
     7         Pass{
     8             CGPROGRAM
     9 
    10             #pragma vertex vert
    11             #pragma fragment frag
    12             #include "UnityCG.cginc"
    13 
    14             struct v2f {
    15                 float4 pos:POSITION;
    16                 fixed4 color : COLOR;
    17             };
    18 
    19             v2f vert(appdata_base v) {
    20 
    21                 //A*sin(omega*x+t);
    22 
    23                 v.vertex.y += 0.2 * sin((v.vertex.x + v.vertex.z) + _Time.y);
    24                 v.vertex.y += 0.3 * sin((v.vertex.x - v.vertex.z) + _Time.w);
    25 
    26 
    27                 //v.vertex.y += 0.2 * sin(-length(v.vertex.xz)+ _Time.y);
    28 
    29                 v2f o;
    30                 o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
    31                 o.color = fixed4(v.vertex.y, v.vertex.y, v.vertex.y, 1);
    32                 return o;
    33             }
    34 
    35             fixed4 frag(v2f IN) :COLOR{
    36                 return IN.color;
    37             }
    38 
    39             ENDCG
    40         }
    41     }
    42 }
    37
     1 Shader "VoidGame/38" {
     2     SubShader{
     3         Pass{
     4             Tags{ "LightMode" = "ForwardBase" }
     5 
     6             CGPROGRAM
     7 
     8             #pragma vertex vert
     9             #pragma fragment frag
    10             #include "UnityCG.cginc"
    11             #include "Lighting.cginc"
    12 
    13             struct v2f {
    14                 float4 pos:POSITION;
    15                 fixed4 color:COLOR;
    16             };
    17 
    18             v2f vert(appdata_base v) {
    19                 v2f o;
    20                 o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
    21 
    22                 float3 N = normalize(v.normal);
    23                 float3 L = normalize(_WorldSpaceLightPos0);
    24 
    25                 N = mul(float4(N, 0),unity_WorldToObject).xyz;
    26                 N = normalize(N);
    27                 //L = mul(unity_WorldToObject, float4(L, 0)).xyz;
    28 
    29                 float ndotl = saturate(dot(N,L));
    30                 o.color = _LightColor0 * ndotl;
    31 
    32                 return o;
    33             }
    34 
    35             fixed4 frag(v2f IN):COLOR{
    36                 return IN.color + UNITY_LIGHTMODEL_AMBIENT;
    37             }
    38 
    39             ENDCG
    40         }
    41     }
    42 }
    38

     

     1 Shader "VoidGame/Texture_01" {
     2     properties{
     3         _MainTex("MainTex",2D)=""{}
     4     }
     5 
     6     SubShader{
     7         Pass{
     8             CGPROGRAM
     9 
    10             #pragma vertex vert
    11             #pragma fragment frag
    12             #include "UnityCG.cginc"
    13 
    14             sampler2D _MainTex;
    15             
    16             float4 _MainTex_ST;
    17 
    18             struct v2f {
    19                 float4 pos:POSITION;
    20                 float2 uv:TEXCOORD0;
    21             };
    22 
    23             v2f vert(appdata_base v) {
    24                 v2f o;
    25                 o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
    26                 //o.uv = v.texcoord.xy * _MainTex_ST.xy + _MainTex_ST.zw;
    27                 o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
    28                 
    29                 return o;
    30             }
    31 
    32             fixed4 frag(v2f IN) :COLOR{
    33                 fixed4  color = tex2D(_MainTex,IN.uv);
    34                 return color;
    35             }
    36 
    37             ENDCG
    38         }
    39     }
    40 }
    纹理

     1 Shader "VoidGame/Texture_02" {
     2     properties{
     3         _MainTex("MainTex",2D)=""{}
     4     }
     5 
     6     SubShader{
     7         Pass{
     8             CGPROGRAM
     9 
    10             #pragma vertex vert
    11             #pragma fragment frag
    12             #include "UnityCG.cginc"
    13 
    14             sampler2D _MainTex;
    15             sampler2D unity_Lightmap;
    16             
    17             float4 _MainTex_ST;
    18             float4 unity_LightmapST;
    19 
    20             struct v2f {
    21                 float4 pos:POSITION;
    22                 float2 uv:TEXCOORD0;
    23                 float2 uv2:TEXCOORD1;
    24             };
    25 
    26             v2f vert(appdata_full v) {
    27                 v2f o;
    28                 o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
    29                 //o.uv = v.texcoord.xy * _MainTex_ST.xy + _MainTex_ST.zw;
    30                 o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
    31                 o.uv2 = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
    32 
    33                 return o;
    34             }
    35 
    36             fixed4 frag(v2f IN) :COLOR{
    37                 float3 lm = DecodeLightmap(tex2D(unity_Lightmap,IN.uv2));
    38                 fixed4  color = tex2D(_MainTex,IN.uv);
    39                 color.rgb *= lm * 2;
    40                 return color;
    41             }
    42 
    43             ENDCG
    44         }
    45     }
    46 }
    光照

     

     1 Shader "VoidGame/Texture_03" {
     2     properties{
     3         _MainTex("MainTex",2D)=""{}
     4     }
     5 
     6     SubShader{
     7         Pass{
     8             CGPROGRAM
     9 
    10             #pragma vertex vert
    11             #pragma fragment frag
    12             #include "UnityCG.cginc"
    13 
    14             sampler2D _MainTex;
    15             
    16             float4 _MainTex_ST;
    17 
    18             struct v2f {
    19                 float4 pos:POSITION;
    20                 float2 uv:TEXCOORD0;
    21             };
    22 
    23             v2f vert(appdata_full v) {
    24                 v2f o;
    25                 o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
    26                 //o.uv = v.texcoord.xy * _MainTex_ST.xy + _MainTex_ST.zw;
    27                 o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
    28 
    29                 return o;
    30             }
    31 
    32             fixed4 frag(v2f IN) :COLOR{
    33                 fixed4  color = tex2D(_MainTex,IN.uv);
    34                 return color;
    35             }
    36 
    37             ENDCG
    38         }
    39     }
    40 }
    Texture_03
     1 /*
     2 脚本名称:
     3 脚本作者:
     4 建立时间:
     5 脚本功能:
     6 版本号:
     7 */
     8 using UnityEngine;
     9 using System.Collections;
    10 
    11 namespace VoidGame {
    12 
    13     public class SetTextureUVST : MonoBehaviour {
    14 
    15         public int width;
    16         public int height;
    17         public int fps;
    18 
    19         private int currentIndex;
    20 
    21         IEnumerator Start() {
    22             Material mat = GetComponent<Renderer>().material;
    23 
    24             float scale_x = 1.0f / width;
    25             float scale_y = 1.0f / height;
    26 
    27             while(true) {
    28                 float offset_x = currentIndex % width * scale_x;
    29                 float offset_y = currentIndex / height * scale_y;
    30 
    31                 mat.SetTextureOffset("_MainTex",new Vector2(offset_x,offset_y));
    32                 mat.SetTextureScale("_MainTex",new Vector2(scale_x,scale_y));
    33                 yield return new WaitForSeconds(1.0f / fps);
    34                 currentIndex = (++currentIndex) % (width * height);
    35             }
    36         }
    37 
    38         private void Update() {
    39 
    40         }
    41     }
    42 }
    SetTextureUVST

     

     1 Shader "VoidGame/Texture_04" {
     2     properties{
     3         _MainTex("MainTex",2D)=""{}
     4         _F("F",range(1,30))=10
     5         _A("A",range(0,0.1))=0.01
     6         _R("R",range(0,1))=0
     7     }
     8 
     9     SubShader{
    10         Pass{
    11             CGPROGRAM
    12 
    13             #pragma vertex vert
    14             #pragma fragment frag
    15             #include "UnityCG.cginc"
    16 
    17             sampler2D _MainTex;
    18             
    19             float4 _MainTex_ST;
    20             float _F;
    21             float _A;
    22             float _R;
    23 
    24             struct v2f {
    25                 float4 pos:POSITION;
    26                 float2 uv:TEXCOORD0;
    27             };
    28 
    29             v2f vert(appdata_full v) {
    30                 v2f o;
    31                 o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
    32                 //o.uv = v.texcoord.xy * _MainTex_ST.xy + _MainTex_ST.zw;
    33                 o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
    34 
    35                 return o;
    36             }
    37 
    38             fixed4 frag(v2f IN) :COLOR{
    39                 //IN.uv += _Time.x;
    40                 
    41                 //IN.uv.x += 0.01 * sin(IN.uv.x * 3.14 * _F + _Time.y);
    42                 //IN.uv.y += 0.01 * sin(IN.uv.y * 3.14 * _F + _Time.y);
    43                 
    44                 //IN.uv += _A * sin(IN.uv * 3.14 * _F + _Time.y);
    45                 
    46 
    47                 float2 uv = IN.uv;
    48                 float dis = distance(uv, float2(0.5, 0.5));
    49                 float scale = 0;
    50                 //if (dis < _R) {
    51                     _A *= saturate(1 - dis / _R);
    52                     scale = _A * sin(-dis * 3.14 * _F + _Time.y);
    53                     uv = uv + uv * scale;
    54                 //}
    55 
    56                 //fixed4  color = tex2D(_MainTex,IN.uv);
    57                 fixed4  color = tex2D(_MainTex, uv) + fixed4(1,1,1,1) * saturate(scale) * 100;
    58                 return color;
    59             }
    60 
    61             ENDCG
    62         }
    63     }
    64 }
    Texture_04

     

     1 Shader "VoidGame/Texture_05" {
     2     properties{
     3         _MainTex("MainTex",2D)=""{}
     4         _F("F",range(1,30))=10
     5         _A("A",range(0,0.1))=0.01
     6         _R("R",range(0,1))=0
     7     }
     8 
     9     SubShader{
    10         Pass{
    11             CGPROGRAM
    12 
    13             #pragma vertex vert
    14             #pragma fragment frag
    15             #include "UnityCG.cginc"
    16             #pragma target 3.0
    17 
    18             sampler2D _MainTex;
    19             
    20             float4 _MainTex_ST;
    21             float _F;
    22             float _A;
    23             float _R;
    24 
    25             struct v2f {
    26                 float4 pos:POSITION;
    27                 float2 uv:TEXCOORD0;
    28                 float z : TEXCOORD1;
    29             };
    30 
    31             v2f vert(appdata_full v) {
    32                 v2f o;
    33                 o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
    34                 //o.uv = v.texcoord.xy * _MainTex_ST.xy + _MainTex_ST.zw;
    35                 o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
    36                 o.z = mul(_Object2World, v.vertex).z;
    37 
    38                 return o;
    39             }
    40 
    41             fixed4 frag(v2f IN) :COLOR{
    42                 
    43                 //float offset_uv = 0.01;
    44 
    45                 //float2 uv = IN.uv;
    46                 //fixed4  color = tex2D(_MainTex,uv);
    47                 //
    48                 //uv.x = IN.uv.x + offset_uv;
    49                 //color.rgb += tex2D(_MainTex,uv);
    50                 //
    51                 //uv.x = IN.uv.x - offset_uv;
    52                 //color.rgb += tex2D(_MainTex, uv);
    53 
    54                 //uv.y = IN.uv.y + offset_uv;
    55                 //color.rgb += tex2D(_MainTex, uv);
    56 
    57                 //uv.y = IN.uv.y - offset_uv;
    58                 //color.rgb += tex2D(_MainTex, uv);
    59 
    60                 //color.rgb /= 5;
    61 
    62                 //float dx = ddx(IN.uv.x) * 10;
    63                 //float2 dsdx = float2(dx, dx);
    64                 //float dy = ddy(IN.uv.y) * 10;
    65                 //float2 dsdy = float2(dy, dy);
    66 
    67                 float2 dsdx = ddx(IN.z) * 10;
    68                 float2 dsdy = ddy(IN.z) * 10;
    69 
    70                 fixed4 color = tex2D(_MainTex,IN.uv,dsdx,dsdy);
    71                 
    72 
    73                 return color;
    74             }
    75 
    76             ENDCG
    77         }
    78     }
    79 }
    Texture_05

     

     1 // Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
     2 
     3 Shader "VoidGame/Texture_06" {
     4     Properties{
     5         _MainTex("MainTex",2D)=""{}
     6         _F("F",range(1,10))=4
     7     }
     8     SubShader{
     9         Pass{
    10             CGPROGRAM
    11 
    12             #pragma vertex vert
    13             #pragma fragment frag
    14             #include "UnityCG.cginc"
    15 
    16             sampler2D _MainTex;
    17             float _F;
    18 
    19             struct v2f {
    20                 float4 pos:POSITION;
    21                 float2 uv:TEXCOORD0;
    22             };
    23 
    24             v2f vert(appdata_full v) {
    25                 v2f o;
    26                 o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
    27                 o.uv = v.texcoord.xy;
    28                 return o;
    29             }
    30 
    31             fixed4 frag(v2f IN) :COLOR {
    32                 //float2 uv = IN.uv;
    33                 //float offset_uv = 0.05 * sin(IN.uv * _F + _Time.x);
    34                 //uv += offset_uv;
    35                 //fixed4 color = tex2D(_MainTex,uv);
    36 
    37                 float2 uv = IN.uv;
    38                 float offset_uv = 0.05 * sin(IN.uv * _F + _Time.x*2);
    39 
    40                 uv += offset_uv;
    41                 fixed4 color_1 = tex2D(_MainTex, uv);
    42 
    43                 uv = IN.uv;
    44                 uv -= offset_uv * 2;
    45                 fixed4 color_2 = tex2D(_MainTex, uv);
    46 
    47                 return (color_1 + color_2)/2;
    48             }
    49 
    50             ENDCG
    51         }
    52     }
    53 }
    Texture_07

     1 // Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
     2 
     3 Shader "VoidGame/Texture_08" {
     4     Properties{
     5         _MainTex("MainTex",2D)=""{}
     6         _SecondTex("SecondTex",2D)=""{}
     7         _F("F",range(1,10))=4
     8     }
     9     SubShader{
    10         Pass{
    11 
    12             colormask r
    13 
    14             CGPROGRAM
    15 
    16             #pragma vertex vert
    17             #pragma fragment frag
    18             #include "UnityCG.cginc"
    19 
    20             sampler2D _MainTex;
    21             sampler2D _SecondTex;
    22             float _F;
    23 
    24             struct v2f {
    25                 float4 pos:POSITION;
    26                 float2 uv:TEXCOORD0;
    27             };
    28 
    29             v2f vert(appdata_full v) {
    30                 v2f o;
    31                 o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
    32                 o.uv = v.texcoord.xy;
    33                 return o;
    34             }
    35 
    36             fixed4 frag(v2f IN) :COLOR {
    37 
    38                 fixed4 mainColor = tex2D(_MainTex,IN.uv);
    39                 
    40                 float offset_uv = 0.05 * sin(IN.uv * _F + _Time.x * 2);
    41                 float2 uv = IN.uv + offset_uv;
    42                 uv.y += 0.3;
    43 
    44                 fixed4 color_1 = tex2D(_SecondTex, uv);
    45 
    46                 mainColor.rgb *= color_1.b;
    47                 mainColor.rgb *= 2;
    48 
    49                 uv = IN.uv - offset_uv;
    50                 fixed4 color_2 = tex2D(_SecondTex, uv);
    51                 uv.y += 0.3;
    52 
    53                 mainColor.rgb *= color_2.b;
    54                 mainColor.rgb *= 2;
    55 
    56                 return mainColor;
    57             }
    58 
    59             ENDCG
    60         }
    61     }
    62 }
    Texture_08

     

     1 Shader "VoidGame/66" {
     2     Properties{
     3         _MainTex("MainTex",2D) = ""{}
     4     }
     5     SubShader {
     6         Pass{
     7             CGPROGRAM
     8             #pragma vertex vert
     9             #pragma fragment frag
    10             #include "UnityCG.cginc"
    11 
    12             sampler2D _MainTex;
    13             sampler2D _WaveTex;
    14 
    15             struct v2f {
    16                 float4 pos:POSITION;
    17                 float2 uv:TEXCOORD;
    18             };
    19 
    20             v2f vert(appdata_full v) {
    21                 v2f o;
    22                 o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
    23                 o.uv = v.texcoord.xy;
    24                 return o;
    25             }
    26 
    27             fixed4 frag(v2f IN) :COLOR{
    28 
    29                 float2 uv = tex2D(_WaveTex,IN.uv).xy;
    30                 uv = uv * 2 - 1;
    31                 uv *= 0.025;
    32 
    33                 IN.uv += uv;
    34 
    35                 fixed4 color = tex2D(_MainTex,IN.uv);
    36                 return color;
    37             }
    38 
    39             ENDCG
    40         }
    41     }
    42 }
    66
      1 /*
      2 脚本名称:
      3 脚本作者:
      4 建立时间:
      5 脚本功能:
      6 版本号:
      7 */
      8 using UnityEngine;
      9 using System.Collections;
     10 using System.Threading;
     11 
     12 namespace VoidGame {
     13 
     14     public class WaveTexture : MonoBehaviour {
     15 
     16         public int waveWidth;
     17         public int waveHeight;
     18 
     19         float[,] waveA;
     20         float[,] waveB;
     21 
     22         Color[] ColorBuffer;
     23 
     24         Texture2D tex_uv;
     25 
     26         bool isRun = true;
     27         int sleepTime;
     28 
     29         private void Start() {
     30             waveA = new float[waveWidth,waveHeight];
     31             waveB = new float[waveWidth,waveHeight];
     32             tex_uv = new Texture2D(waveWidth,waveHeight);
     33 
     34             ColorBuffer = new Color[waveWidth * waveHeight];
     35 
     36             GetComponent<Renderer>().material.SetTexture("_WaveTex",tex_uv);
     37 
     38             //PutDrop(0,0);
     39 
     40             Thread th = new Thread(new ThreadStart(ComputeWave));
     41             th.Start();
     42         }
     43 
     44         private void Update() {
     45             sleepTime = (int)(Time.deltaTime * 1000);
     46             tex_uv.SetPixels(ColorBuffer);
     47             tex_uv.Apply();
     48 
     49             if(Input.GetMouseButton(0)) {
     50                 Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
     51                 RaycastHit hit;
     52                 if(Physics.Raycast(ray,out hit)) {
     53                     Vector3 pos = hit.point;
     54                     pos = transform.worldToLocalMatrix.MultiplyPoint(pos);
     55                     //Debug.Log(pos);
     56                     int w = (int)((pos.x + 0.5) * waveWidth);
     57                     int h = (int)((pos.y + 0.5) * waveHeight);
     58                     PutDrop(w,h);
     59                 }
     60             }
     61             //ComputeWave();
     62         }
     63 
     64         private void PutDrop(int x, int y) {
     65             //waveA[waveWidth / 2,waveHeight / 2] = 1;
     66             //waveA[waveWidth / 2 - 1,waveHeight / 2] = 1;
     67             //waveA[waveWidth / 2 + 1,waveHeight / 2] = 1;
     68             //waveA[waveWidth / 2,waveHeight / 2 - 1] = 1;
     69             //waveA[waveWidth / 2,waveHeight / 2 + 1] = 1;
     70             //waveA[waveWidth / 2 - 1,waveHeight / 2 - 1] = 1;
     71             //waveA[waveWidth / 2 - 1,waveHeight / 2 + 1] = 1;
     72             //waveA[waveWidth / 2 + 1,waveHeight / 2 - 1] = 1;
     73             //waveA[waveWidth / 2 + 1,waveHeight / 2 + 1] = 1;
     74 
     75             int radius = 8;
     76             float dist;
     77             for(int i = -radius;i <= radius;i++) {
     78                 for(int j = -radius;j < radius;j++) {
     79                     if(((x + i >= 0) && (x + i < waveWidth - 1)) && ((y + j >= 0) && (y + j < waveHeight - 1))) {
     80                         dist = Mathf.Sqrt(i * j + j * j);
     81                         if(dist < radius) {
     82                             waveA[x + i,y + j] = Mathf.Cos(dist * Mathf.PI / radius);
     83                         }
     84                     }
     85                 }
     86             }
     87         }
     88 
     89         private void ComputeWave() {
     90             while(isRun) {
     91                 for(int w = 1;w < waveWidth - 1;w++) {
     92                     for(int h = 1;h < waveHeight - 1;h++) {
     93                         waveB[w,h] = (waveA[w - 1,h] + waveA[w + 1,h] + waveA[w,h - 1] + waveA[w,h + 1] + waveA[w - 1,h - 1] + waveA[w + 1,h - 1] + waveA[w - 1,h + 1] + waveA[w + 1,h + 1]) / 4 - waveB[w,h];
     94 
     95                         float value = waveB[w,h];
     96                         if(value > 1) {
     97                             waveB[w,h] = 1;
     98                         }
     99                         if(value < -1) {
    100                             waveB[w,h] = -1;
    101                         }
    102 
    103                         float offset_u = (waveB[w - 1,h] - waveB[w + 1,h]) / 2;
    104                         float offset_v = (waveB[w,h - 1] - waveB[w,h + 1]) / 2;
    105 
    106                         float r = offset_u / 2 + 0.5f;
    107                         float g = offset_v / 2 + 0.5f;
    108 
    109                         //tex_uv.SetPixel(w,h,new Color(r,g,0));
    110                         ColorBuffer[w + waveWidth * h] = new Color(r,g,0);
    111 
    112                         waveB[w,h] -= waveB[w,h] * 0.0025f;
    113                     }
    114                 }
    115 
    116                 //tex_uv.Apply();
    117 
    118                 float[,] temp = waveA;
    119                 waveA = waveB;
    120                 waveB = temp;
    121 
    122                 Thread.Sleep(sleepTime);
    123             }
    124         }
    125 
    126         private void OnDestroy() {
    127             isRun = false;
    128         }
    129     }
    130 }
    WaveTexture

     

     1 Shader "VoidGame/70_3" {
     2     SubShader{
     3         Tags{ "Queue" = "Transparent" }
     4 
     5         Pass{
     6 
     7             blend srcalpha oneminussrcalpha
     8             ztest greater
     9             zwrite on
    10 
    11             CGPROGRAM
    12             #pragma vertex vert
    13             #pragma fragment frag
    14             #include "UnityCG.cginc"
    15 
    16             struct v2f {
    17                 float4 pos:POSITION;
    18             };
    19 
    20             v2f vert(appdata_base v) {
    21                 v2f o;
    22                 o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
    23 
    24                 return o;
    25             }
    26 
    27             fixed4 frag(v2f IN) :COLOR{
    28                 fixed4 color = fixed4(1,1,0,0.5);
    29                 return color;
    30             }
    31 
    32             ENDCG
    33         }
    34 
    35         Pass{
    36 
    37             //blend srcalpha oneminussrcalpha
    38             ztest less
    39             zwrite on
    40 
    41             CGPROGRAM
    42             #pragma vertex vert
    43             #pragma fragment frag
    44             #include "UnityCG.cginc"
    45 
    46             struct v2f {
    47                 float4 pos:POSITION;
    48             };
    49 
    50             v2f vert(appdata_base v) {
    51                 v2f o;
    52                 o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
    53 
    54                 return o;
    55             }
    56 
    57             fixed4 frag(v2f IN) :COLOR{
    58                 fixed4 color = fixed4(0,0,1,1);
    59             return color;
    60             }
    61 
    62             ENDCG
    63         }
    64     }
    65 }
    70_3

     

     1 // Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
     2 
     3 Shader "VoidGame/52" {
     4     Properties{
     5         _Scale("Scale",range(1,8)) = 2
     6     }
     7     SubShader{
     8         Tags { "Queue" = "Transparent" }
     9         Pass{
    10             blend srcalpha oneminussrcalpha
    11             CGPROGRAM
    12 
    13             #pragma vertex vert
    14             #pragma fragment frag
    15             #include "UnityCG.cginc"
    16 
    17             float _Scale;
    18 
    19             struct v2f {
    20                 float4 pos:POSITION;
    21                 float3 normal:TEXCOORD0;
    22                 float4 vertex:TEXCOORD1;
    23             };
    24 
    25             v2f vert(appdata_base v) {
    26                 v2f o;
    27                 o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
    28                 o.vertex = v.vertex;
    29                 o.normal = v.normal;
    30                 return o;
    31             }
    32 
    33             fixed4 frag(v2f IN) :COLOR{
    34                 //float3 N = mul(IN.normal,(float3x3)_World2Object);
    35                 float3 N = mul((float3x3)unity_ObjectToWorld, IN.normal);
    36                 N = normalize(N);
    37                 float3 worldPos = mul(unity_ObjectToWorld, IN.vertex).xyz;
    38                 float3 V = _WorldSpaceCameraPos.xyz - worldPos;
    39                 V = normalize(V);
    40 
    41                 float bright = 1.0 - saturate(dot(N, V));
    42                 bright = pow(bright, _Scale);
    43                 return fixed4(1,0,0,1) * bright;
    44             }
    45 
    46             ENDCG
    47         }
    48     }
    49 }
    52

     1 Shader "VoidGame/54" {
     2     Properties{
     3         _MainColor("MainColor",color) = (1,1,1,1)
     4         _SecondColor("SecondColor",color) = (1,1,1,1)
     5         _Center("Center",range(-0.7,0.7)) = 0
     6         _R("R",range(0,0.5)) = 0.2
     7     }
     8     SubShader{
     9         Pass{
    10 
    11         CGPROGRAM
    12         #pragma vertex vert
    13         #pragma fragment frag
    14         #include "UnityCG.cginc"
    15 
    16         float4 _MainColor;
    17         float4 _SecondColor;
    18         float _Center;
    19         float _R;
    20 
    21         struct v2f {
    22             float4 pos:POSITION;
    23             float y:TEXCOORD;
    24         };
    25 
    26         v2f vert(appdata_base v) {
    27             v2f o;
    28             o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
    29             o.y = v.vertex.y;
    30             return o;
    31         }
    32 
    33         fixed4 frag(v2f IN) :COLOR{
    34 
    35             float d = IN.y - _Center;
    36             float s = abs(IN.y - _Center);
    37             d = d / s;
    38             float f = s / _R;
    39             f = saturate(f);
    40             d *= f;
    41 
    42             d = d / 2 + 0.5;
    43 
    44             return lerp(_MainColor, _SecondColor, d);
    45 
    46             //if (IN.y > _Center + _R) {
    47             //    return _MainColor;
    48             //}
    49             //else if (IN.y > _Center && IN.y < _Center + _R) {
    50             //    float d = IN.y - _Center;
    51             //    d = (1 - d / _R) - 0.5;
    52             //    d = saturate(d);
    53             //    return lerp(_MainColor, _SecondColor, d);
    54             //}
    55 
    56             //if (IN.y <= _Center - _R) {
    57             //    return _SecondColor;
    58             //}
    59             //else if (IN.y  < _Center && IN.y > _Center - _R) {
    60             //    float d = _Center - IN.y;
    61             //    d = (1 - d / _R) - 0.5;
    62             //    d = saturate(d);
    63             //    return lerp(_MainColor, _SecondColor, 1 - d);
    64             //}
    65 
    66             //return lerp(_MainColor, _SecondColor, 0.5);
    67 
    68 
    69             //float d = IN.y - _Center;
    70             //d = d / abs(d);
    71             //d = d / 2 + 0.5;
    72             //return lerp(_MainColor,_SecondColor,d);
    73 
    74 
    75             //if (IN.y > _Center) {
    76             //    return _MainColor;
    77             //}
    78             //else {
    79             //    return _SecondColor;
    80             //}
    81         }
    82 
    83         ENDCG
    84     }
    85     }
    86 }
    54

     项目:https://pan.baidu.com/s/1nvsKklj

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  • 原文地址:https://www.cnblogs.com/revoid/p/6522929.html
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