此示例项目包含一个带有瀑布和小海洋的微型风景,使用了Shader Graph中的Master Stack界面。
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83 行
2.0 KiB

Shader "SkyboxPlus/Cubemap"
{
Properties
{
[NoScaleOffset] _Tex("-", Cube) = "grey"{}
_Tint("-", Color) = (.5, .5, .5)
_Euler("-", Vector) = (0, 0, 0)
[HideInInspector] _Rotation1("-", Vector) = (1, 0, 0)
[HideInInspector] _Rotation2("-", Vector) = (0, 1, 0)
[HideInInspector] _Rotation3("-", Vector) = (0, 0, 1)
[Gamma] _Exposure("-", Range(0, 8)) = 1
_Saturation("-", Range(0, 2)) = 1
[Toggle] _Lod("-", Float) = 0
_LodLevel("-", Range(0, 10)) = 0
}
CGINCLUDE
#pragma shader_feature _LOD_ON
#include "UnityCG.cginc"
samplerCUBE _Tex;
half4 _Tex_HDR;
half4 _Tint;
half _Exposure;
half _Saturation;
float _LodLevel;
float4 _Rotation1;
float4 _Rotation2;
float4 _Rotation3;
struct appdata_t {
float4 vertex : POSITION;
};
struct v2f {
float4 vertex : SV_POSITION;
float3 texcoord : TEXCOORD0;
};
v2f vert(appdata_t v)
{
v2f o;
float3x3 m = float3x3(_Rotation1.xyz, _Rotation2.xyz, _Rotation3.xyz);
float4 vp = float4(mul(m, v.vertex.xyz), v.vertex.w);
o.vertex = UnityObjectToClipPos(vp);
o.texcoord = v.vertex.xyz;
return o;
}
fixed4 frag(v2f i) : SV_Target
{
#ifdef _LOD_ON
half4 tex = texCUBElod(_Tex, float4(i.texcoord, _LodLevel));
#else
half4 tex = texCUBE(_Tex, i.texcoord);
#endif
half3 c = DecodeHDR(tex, _Tex_HDR);
c *= _Tint.rgb * unity_ColorSpaceDouble.rgb * _Exposure;
c = lerp((half3)Luminance(c), c, _Saturation);
return half4(c, 1);
}
ENDCG
SubShader
{
Tags { "Queue"="Background" "RenderType"="Background" "PreviewType"="Skybox" }
Cull Off ZWrite Off
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
ENDCG
}
}
Fallback Off
CustomEditor "SkyboxPlus.CubemapMaterialEditor"
}