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  • Unity 冰材质 Shader

    Shader "Custom/Ice" {
        Properties {
            _Color ("Main Color", Color) = (1,1,1,1)
            _MainTex ("BaseTex ", 2D) = "white" {}
            _BumpMap ("Normalmap", 2D) = "bump" {}
            _BumpAmt ("Distortion", range (0,2)) = 0.1
        }
    
        SubShader {
            Tags { "Queue"="Transparent""RenderType"="Opaque" }
            ZWrite off
    
            CGPROGRAM
                #pragma surface surf Lambert nolightmap nodirlightmap alpha:blend
    
                sampler2D _BumpMap;
                sampler2D _MainTex;
                float4 _Color;
                float _BumpAmt;
    
                struct Input {
                    float2 uv_MainTex;
                    float2 uv_BumpMap;
                };
    
                void surf (Input IN,inout SurfaceOutput o) {
                    fixed3 nor = UnpackNormal (tex2D(_BumpMap, IN.uv_BumpMap));
                    fixed4 trans =tex2D(_MainTex,IN.uv_MainTex+nor.xy*_BumpAmt)*_Color;
    
                    o.Albedo = trans.rgb;
                    o.Alpha =trans.a;
                    o.Emission = trans; 
                }
            ENDCG
        }
        FallBack "Transparent/VertexLit"
    }
    

    使用 Phtoshop2015 制作法线贴图:
    滤镜 -> 3D -> 生成法线图

    贴图例子:

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  • 原文地址:https://www.cnblogs.com/kingBook/p/14954938.html
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