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100 行
2.3 KiB

Shader "VFXToolbox/ImageSequencer/LightNormals"
{
Properties
{
_Orientation("Orientation", Range(0.0,360.0)) = 0.0
_GrazingAngle("Grazing Angle", Range(0.0,90.0)) = 0.0
_BaseColor("Base Color", Color) = (1.0,1.0,1.0,1.0)
_AmbientColor("Ambient Color", Color) = (0.1,0.15,0.2,1.0)
_LightColor("Light Color", Color) = (1.0,1.0,1.0,1.0)
_LightBrightness("Light Brightness", Range(0.0,10.0)) = 1.0
_LightExponent("Light Exponent", Range(1.0, 10.0)) = 2.0
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
// No culling or depth
Cull Off ZWrite Off ZTest Always
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
// ImageSequencer CustomMaterial uniforms
// ======================================
//
// sampler2D _InputFrame; // Input Frame (from previous sequence)
//
// float4 _FrameData; // Frame Data
// // x, y : width (x) and height (y) in pixels
// // z, w : sequence index (z) and length (w)
//
// float4 _FlipbookData; // Flipbook Data
// // x, y : number of columns (x) and rows (y)
// // z, w : (unused)
sampler2D _InputFrame;
float4 _FrameData;
float4 _FlipbookData;
float _Orientation;
float _GrazingAngle;
float4 _BaseColor;
float4 _LightColor;
float _LightBrightness;
float _LightExponent;
float4 _AmbientColor;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
half3 latLonToXYZ(float lat, float lon)
{
lat = (lat / 360) * 2 * UNITY_PI;
lon = (lon / 360) * 2 * UNITY_PI;
float x = cos(lat)*cos(lon);
float y = cos(lat)*sin(lon);
float z = sin(lat);
return half3(x,y,z);
}
half4 frag (v2f i) : SV_Target
{
half4 tex = tex2D(_InputFrame, i.uv);
half3 nrm = tex.rgb*2-1;
half3 lightdir = latLonToXYZ(_GrazingAngle, _Orientation);
half3 color = _BaseColor*((pow(saturate(dot(nrm,lightdir)*0.5+0.5),_LightExponent) * _LightColor * _LightBrightness) + _AmbientColor);
return half4(color,tex.a);
}
ENDCG
}
}
}