Shan Jiang
4 年前
当前提交
923b393e
共有 2 个文件被更改,包括 150 次插入 和 157 次删除
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200Assets/Scenes/ImageTracking/Prefabs/FireFliesPrefab/Shaders/FireFly.shader
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107Assets/Scenes/ImageTracking/Prefabs/FlowerPrefab/Shaders/Vegetation.shader
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Shader "Unlit/FireFlyNew" |
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{ |
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Properties |
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{ |
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_MainTex ("Albedo (Emissive)", 2D) = "white" {} |
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_Wings ("Wings", 2D) = "white" {} |
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_EmissiveAmount ("_EmissiveAmount", Float) =2.0 |
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} |
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SubShader |
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{ |
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Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" } |
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LOD 100 |
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Properties |
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{ |
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_MainTex ("Albedo (Emissive)", 2D) = "white" {} |
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_Wings ("Wings", 2D) = "white" {} |
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_EmissiveAmount ("_EmissiveAmount", Float) =2.0 |
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} |
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SubShader |
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{ |
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Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" } |
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LOD 100 |
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Pass |
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{ |
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CGPROGRAM |
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#pragma vertex vert alpha:fade |
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#pragma fragment frag |
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#include "UnityCG.cginc" |
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Pass |
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{ |
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CGPROGRAM |
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#pragma vertex vert alpha:fade |
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#pragma fragment frag |
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#include "UnityCG.cginc" |
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struct appdata |
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{ |
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float4 vertex : POSITION; |
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float4 uv : TEXCOORD0; |
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float4 color : COLOR; |
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}; |
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struct appdata |
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{ |
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float4 vertex : POSITION; |
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float4 uv : TEXCOORD0; |
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float4 color : COLOR; |
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}; |
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struct v2f |
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{ |
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float4 uv : TEXCOORD0; |
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float4 vertex : SV_POSITION; |
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float4 color : COLOR; |
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}; |
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struct v2f |
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{ |
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float4 uv : TEXCOORD0; |
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float4 vertex : SV_POSITION; |
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float4 color : COLOR; |
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}; |
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sampler2D _MainTex; |
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float _EmissiveAmount; |
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//float4 _MainTex_ST; |
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v2f vert (appdata v) |
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{ |
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v2f o; |
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o.vertex = UnityObjectToClipPos(v.vertex); |
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//o.uv = TRANSFORM_TEX(v.uv, _MainTex); |
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o.uv = v.uv; |
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o.color.rgba = v.color.rgba; |
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return o; |
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} |
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fixed4 frag (v2f i) : SV_Target |
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{ |
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fixed4 col = tex2D(_MainTex, i.uv); |
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float4 emissive = i.color * col.a; |
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clip(i.color.a - 0.5); |
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sampler2D _MainTex; |
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float _EmissiveAmount; |
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//float4 _MainTex_ST; |
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v2f vert (appdata v) |
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{ |
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v2f o; |
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o.vertex = UnityObjectToClipPos(v.vertex); |
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//o.uv = TRANSFORM_TEX(v.uv, _MainTex); |
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o.uv = v.uv; |
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o.color.rgba = v.color.rgba; |
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return o; |
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} |
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fixed4 frag (v2f i) : SV_Target |
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{ |
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fixed4 col = tex2D(_MainTex, i.uv); |
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float4 emissive = i.color * col.a; |
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clip(i.color.a - 0.5); |
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col += emissive * pow(_EmissiveAmount, 2.2); |
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return col; |
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} |
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ENDCG |
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} |
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col += emissive * pow(_EmissiveAmount, 2.2); |
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return col; |
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} |
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ENDCG |
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} |
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Pass |
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{ |
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Cull Off |
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Blend SrcAlpha OneMinusSrcAlpha |
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Pass |
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{ |
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Cull Off |
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Blend SrcAlpha OneMinusSrcAlpha |
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CGPROGRAM |
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CGPROGRAM |
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#pragma vertex vert |
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#pragma fragment frag |
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#include "UnityCG.cginc" |
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struct appdata |
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{ |
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float4 vertex : POSITION; |
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float4 uv : TEXCOORD0; |
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float4 color : COLOR; |
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}; |
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#pragma vertex vert |
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#pragma fragment frag |
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#include "UnityCG.cginc" |
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struct appdata |
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{ |
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float4 vertex : POSITION; |
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float4 uv : TEXCOORD0; |
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float4 color : COLOR; |
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}; |
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struct v2f |
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{ |
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float4 uv : TEXCOORD0; |
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float4 vertex : SV_POSITION; |
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float4 color : COLOR; |
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}; |
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struct v2f |
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{ |
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float4 uv : TEXCOORD0; |
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float4 vertex : SV_POSITION; |
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float4 color : COLOR; |
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}; |
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sampler2D _Wings; |
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//float4 _MainTex_ST; |
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v2f vert (appdata v) |
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{ |
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v2f o; |
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o.vertex = UnityObjectToClipPos(v.vertex); |
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//o.uv = TRANSFORM_TEX(v.uv, _MainTex); |
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o.uv = v.uv; |
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o.color.rgba = v.color.rgba; |
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return o; |
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} |
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fixed4 frag (v2f i) : SV_Target |
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{ |
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fixed4 wings = tex2D(_Wings, i.uv.zw); |
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wings.a = lerp( wings.a, 0, i.color.a); |
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sampler2D _Wings; |
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//float4 _MainTex_ST; |
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v2f vert (appdata v) |
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{ |
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v2f o; |
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o.vertex = UnityObjectToClipPos(v.vertex); |
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//o.uv = TRANSFORM_TEX(v.uv, _MainTex); |
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o.uv = v.uv; |
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o.color.rgba = v.color.rgba; |
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return o; |
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} |
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fixed4 frag (v2f i) : SV_Target |
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{ |
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fixed4 wings = tex2D(_Wings, i.uv.zw); |
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wings.a = lerp( wings.a, 0, i.color.a); |
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return wings; |
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} |
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ENDCG |
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} |
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} |
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return wings; |
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} |
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ENDCG |
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} |
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} |
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} |
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Shader "Custom/Vegetation" { |
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Properties { |
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_Color ("Color", Color) = (1,1,1,1) |
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_MainTex ("Albedo (RGB)", 2D) = "white" {} |
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_BumpMap ("Normal", 2D)= "bump" {} |
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_OcclusionMap ("Occlusion", 2D) = "white" {} |
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_OcclusionStrength ("Occlusion Strength", Range(0,1)) = 0.0 |
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_MetallicGlossMap ("Metaillic Smoothness (R/A)", 2D) = "white" {} |
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_EmissionMap ("Emissive", 2D) = "white" {} |
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[hdr]_EmissiveColor ("Emissive Color", Color) = (0,0,0,0) |
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_Glossiness ("Smoothness", Range(0,1)) = 0.5 |
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_Metallic ("Metallic", Range(0,1)) = 0.0 |
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} |
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SubShader { |
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Tags { "RenderType"="TransparentCutout" "Queue"="AlphaTest" } |
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LOD 200 |
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Properties { |
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_Color ("Color", Color) = (1,1,1,1) |
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_MainTex ("Albedo (RGB)", 2D) = "white" {} |
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_BumpMap ("Normal", 2D)= "bump" {} |
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_OcclusionMap ("Occlusion", 2D) = "white" {} |
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_OcclusionStrength ("Occlusion Strength", Range(0,1)) = 0.0 |
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_MetallicGlossMap ("Metaillic Smoothness (R/A)", 2D) = "white" {} |
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_EmissionMap ("Emissive", 2D) = "white" {} |
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[hdr]_EmissiveColor ("Emissive Color", Color) = (0,0,0,0) |
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_Glossiness ("Smoothness", Range(0,1)) = 0.5 |
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_Metallic ("Metallic", Range(0,1)) = 0.0 |
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} |
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SubShader { |
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Tags { "RenderType"="TransparentCutout" "Queue"="AlphaTest" } |
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LOD 200 |
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CGPROGRAM |
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#pragma multi_compile _ LOD_FADE_CROSSFADE |
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// Physically based Standard lighting model, and enable shadows on all light types |
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#pragma surface surf Standard fullforwardshadows vertex:vert |
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CGPROGRAM |
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#pragma multi_compile _ LOD_FADE_CROSSFADE |
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// Physically based Standard lighting model, and enable shadows on all light types |
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#pragma surface surf Standard fullforwardshadows vertex:vert |
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// Use shader model 3.0 target, to get nicer looking lighting |
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#pragma target 3.0 |
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// Use shader model 3.0 target, to get nicer looking lighting |
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#pragma target 3.0 |
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sampler2D _MainTex, _OcclusionMap, _BumpMap, _MetallicGlossMap, _EmissionMap; |
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sampler2D _MainTex, _OcclusionMap, _BumpMap, _MetallicGlossMap, _EmissionMap; |
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struct Input { |
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float2 uv_MainTex; |
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float4 screenPos; |
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}; |
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struct Input { |
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float2 uv_MainTex; |
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float4 screenPos; |
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}; |
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half _Glossiness, _Metallic, _OcclusionStrength; |
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fixed4 _Color, _EmissiveColor; |
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half _Glossiness, _Metallic, _OcclusionStrength; |
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fixed4 _Color, _EmissiveColor; |
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void vert (inout appdata_full v, out Input o) { |
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UNITY_INITIALIZE_OUTPUT(Input,o); |
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void vert (inout appdata_full v, out Input o) { |
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UNITY_INITIALIZE_OUTPUT(Input,o); |
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} |
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//float3 worldPos = mul (unity_ObjectToWorld, v.vertex).xyz; |
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// Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader. |
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// See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing. |
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// #pragma instancing_options assumeuniformscaling |
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UNITY_INSTANCING_BUFFER_START(Props) |
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// put more per-instance properties here |
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UNITY_INSTANCING_BUFFER_END(Props) |
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//float vLength = length(v.vertex); |
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//v.vertex.x += sin(_Time * 5) * 0.2 * vLength; |
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void surf (Input IN, inout SurfaceOutputStandard o) { |
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} |
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// Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader. |
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// See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing. |
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// #pragma instancing_options assumeuniformscaling |
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UNITY_INSTANCING_BUFFER_START(Props) |
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// put more per-instance properties here |
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UNITY_INSTANCING_BUFFER_END(Props) |
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void surf (Input IN, inout SurfaceOutputStandard o) { |
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#ifdef LOD_FADE_CROSSFADE |
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#ifdef LOD_FADE_CROSSFADE |
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fixed4 ms = tex2D (_MetallicGlossMap, IN.uv_MainTex); |
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fixed4 ms = tex2D (_MetallicGlossMap, IN.uv_MainTex); |
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o.Albedo = tex2D (_MainTex, IN.uv_MainTex) * _Color; |
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o.Normal = UnpackNormal(tex2D (_BumpMap, IN.uv_MainTex)); |
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o.Metallic = ms.r * _Metallic; |
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o.Smoothness = ms.a * _Glossiness; |
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o.Occlusion = LerpOneTo (tex2D (_OcclusionMap, IN.uv_MainTex), _OcclusionStrength); |
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o.Emission = tex2D (_EmissionMap, IN.uv_MainTex) * _EmissiveColor; |
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//o.Alpha = c.a; |
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} |
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ENDCG |
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} |
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FallBack "Diffuse" |
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o.Albedo = tex2D (_MainTex, IN.uv_MainTex) * _Color; |
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o.Normal = UnpackNormal(tex2D (_BumpMap, IN.uv_MainTex)); |
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o.Metallic = ms.r * _Metallic; |
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o.Smoothness = ms.a * _Glossiness; |
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o.Occlusion = LerpOneTo (tex2D (_OcclusionMap, IN.uv_MainTex), _OcclusionStrength); |
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o.Emission = tex2D (_EmissionMap, IN.uv_MainTex) * _EmissiveColor; |
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} |
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ENDCG |
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} |
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FallBack "Diffuse" |
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} |
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