本项目演示如何创建自己的顶点动画着色器。场景不使用任何纹理或动画资源,所有内容都使用Shader Graph进行着色和动画处理。
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// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
// Upgrade NOTE: replaced '_Object2World' with '_Object2World'
// define Z_TEXTURE_CHANNELS 4
// define Z_MESH_ATTRIBUTES UV3
// Z_SHADER_METADATA Polybrush Metadata/z_TextureBlendMobile
// Important! This is a generated file, any changes will be overwritten
// when the _SfTexBlendSrc suffixed version of this shader is modified.
Shader "Polybrush/Texture Blend (Mobile)" {
Properties {
_Texture1 ("Texture 1", 2D) = "white" {}
_Texture2 ("Texture 2", 2D) = "white" {}
_Texture3 ("Texture 3", 2D) = "white" {}
_Texture4 ("Texture 4", 2D) = "white" {}
}
SubShader {
Tags {
"RenderType"="Opaque"
}
Pass {
Name "FORWARD"
Tags {
"LightMode"="ForwardBase"
}
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#define UNITY_PASS_FORWARDBASE
#include "UnityCG.cginc"
#include "AutoLight.cginc"
#pragma multi_compile_fwdbase_fullshadows
#pragma multi_compile_fog
#pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2
#pragma target 3.0
uniform float4 _LightColor0;
uniform sampler2D _Texture1; uniform float4 _Texture1_ST;
uniform sampler2D _Texture2; uniform float4 _Texture2_ST;
uniform sampler2D _Texture3; uniform float4 _Texture3_ST;
uniform sampler2D _Texture4; uniform float4 _Texture4_ST;
struct VertexInput {
float4 vertex : POSITION;
float3 normal : NORMAL;
float4 texcoord0 : TEXCOORD0;
float4 texcoord2 : TEXCOORD2;
float4 vertexColor : COLOR;
};
struct VertexOutput {
float4 pos : SV_POSITION;
float4 uv0 : TEXCOORD0;
float4 uv2 : TEXCOORD1;
float4 posWorld : TEXCOORD2;
float3 normalDir : TEXCOORD3;
float4 vertexColor : COLOR;
LIGHTING_COORDS(4,5)
UNITY_FOG_COORDS(6)
};
VertexOutput vert (VertexInput v) {
VertexOutput o = (VertexOutput)0;
o.uv0 = v.texcoord0;
o.uv2 = v.texcoord2;
o.vertexColor = v.vertexColor;
o.normalDir = UnityObjectToWorldNormal(v.normal);
o.posWorld = mul(unity_ObjectToWorld, v.vertex);
float3 lightColor = _LightColor0.rgb;
o.pos = UnityObjectToClipPos(v.vertex );
UNITY_TRANSFER_FOG(o,o.pos);
TRANSFER_VERTEX_TO_FRAGMENT(o)
return o;
}
float4 frag(VertexOutput i) : COLOR {
i.normalDir = normalize(i.normalDir);
float3 normalDirection = i.normalDir;
float3 lightDirection = normalize(_WorldSpaceLightPos0.xyz);
float3 lightColor = _LightColor0.rgb;
////// Lighting:
float attenuation = LIGHT_ATTENUATION(i);
float3 attenColor = attenuation * _LightColor0.xyz;
/////// Diffuse:
float NdotL = max(0.0,dot( normalDirection, lightDirection ));
float3 directDiffuse = max( 0.0, NdotL) * attenColor;
float3 indirectDiffuse = float3(0,0,0);
indirectDiffuse += UNITY_LIGHTMODEL_AMBIENT.rgb; // Ambient Light
float4 node_9912 = normalize(float4(i.uv2.r,i.uv2.g,i.uv2.b,i.uv2.a));
float4 _Texture1_var = tex2D(_Texture1,TRANSFORM_TEX(i.uv0, _Texture1));
float4 _Texture2_var = tex2D(_Texture2,TRANSFORM_TEX(i.uv0, _Texture2));
float4 _Texture3_var = tex2D(_Texture3,TRANSFORM_TEX(i.uv0, _Texture3));
float4 _Texture4_var = tex2D(_Texture4,TRANSFORM_TEX(i.uv0, _Texture4));
float3 diffuseColor = (i.vertexColor.rgb*(node_9912.r*_Texture1_var.rgb + node_9912.g*_Texture2_var.rgb + node_9912.b*_Texture3_var.rgb + node_9912.a*_Texture4_var.rgb));
float3 diffuse = (directDiffuse + indirectDiffuse) * diffuseColor;
/// Final Color:
float3 finalColor = diffuse;
fixed4 finalRGBA = fixed4(finalColor,1);
UNITY_APPLY_FOG(i.fogCoord, finalRGBA);
return finalRGBA;
}
ENDCG
}
Pass {
Name "FORWARD_DELTA"
Tags {
"LightMode"="ForwardAdd"
}
Blend One One
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#define UNITY_PASS_FORWARDADD
#include "UnityCG.cginc"
#include "AutoLight.cginc"
#pragma multi_compile_fwdadd_fullshadows
#pragma multi_compile_fog
#pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2
#pragma target 3.0
uniform float4 _LightColor0;
uniform sampler2D _Texture1; uniform float4 _Texture1_ST;
uniform sampler2D _Texture2; uniform float4 _Texture2_ST;
uniform sampler2D _Texture3; uniform float4 _Texture3_ST;
uniform sampler2D _Texture4; uniform float4 _Texture4_ST;
struct VertexInput {
float4 vertex : POSITION;
float3 normal : NORMAL;
float4 texcoord0 : TEXCOORD0;
float4 texcoord2 : TEXCOORD2;
float4 vertexColor : COLOR;
};
struct VertexOutput {
float4 pos : SV_POSITION;
float4 uv0 : TEXCOORD0;
float4 uv2 : TEXCOORD1;
float4 posWorld : TEXCOORD2;
float3 normalDir : TEXCOORD3;
float4 vertexColor : COLOR;
LIGHTING_COORDS(4,5)
UNITY_FOG_COORDS(6)
};
VertexOutput vert (VertexInput v) {
VertexOutput o = (VertexOutput)0;
o.uv0 = v.texcoord0;
o.uv2 = v.texcoord2;
o.vertexColor = v.vertexColor;
o.normalDir = UnityObjectToWorldNormal(v.normal);
o.posWorld = mul(unity_ObjectToWorld, v.vertex);
float3 lightColor = _LightColor0.rgb;
o.pos = UnityObjectToClipPos(v.vertex );
UNITY_TRANSFER_FOG(o,o.pos);
TRANSFER_VERTEX_TO_FRAGMENT(o)
return o;
}
float4 frag(VertexOutput i) : COLOR {
i.normalDir = normalize(i.normalDir);
float3 normalDirection = i.normalDir;
float3 lightDirection = normalize(lerp(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz - i.posWorld.xyz,_WorldSpaceLightPos0.w));
float3 lightColor = _LightColor0.rgb;
////// Lighting:
float attenuation = LIGHT_ATTENUATION(i);
float3 attenColor = attenuation * _LightColor0.xyz;
/////// Diffuse:
float NdotL = max(0.0,dot( normalDirection, lightDirection ));
float3 directDiffuse = max( 0.0, NdotL) * attenColor;
float4 node_9912 = normalize(float4(i.uv2.r,i.uv2.g,i.uv2.b,i.uv2.a));
float4 _Texture1_var = tex2D(_Texture1,TRANSFORM_TEX(i.uv0, _Texture1));
float4 _Texture2_var = tex2D(_Texture2,TRANSFORM_TEX(i.uv0, _Texture2));
float4 _Texture3_var = tex2D(_Texture3,TRANSFORM_TEX(i.uv0, _Texture3));
float4 _Texture4_var = tex2D(_Texture4,TRANSFORM_TEX(i.uv0, _Texture4));
float3 diffuseColor = (i.vertexColor.rgb*(node_9912.r*_Texture1_var.rgb + node_9912.g*_Texture2_var.rgb + node_9912.b*_Texture3_var.rgb + node_9912.a*_Texture4_var.rgb));
float3 diffuse = directDiffuse * diffuseColor;
/// Final Color:
float3 finalColor = diffuse;
fixed4 finalRGBA = fixed4(finalColor * 1,0);
UNITY_APPLY_FOG(i.fogCoord, finalRGBA);
return finalRGBA;
}
ENDCG
}
}
FallBack "Diffuse"
CustomEditor "z_BlendMaterialInspector"
}