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  • 简单的积雪shader

    // Upgrade NOTE: replaced '_World2Object' with 'unity_WorldToObject'
    
    Shader "Custom/CoverSnow"
    {
        Properties
        {
            _MainTex ("Texture", 2D) = "white" {}
            _SnowLevel ("Snow Level", Range(0,1) ) = 0  
            _SnowColor ("Snow Color", Color) = (1.0,1.0,1.0,1.0)  
            _Wetness ("Wetness", Range(0, 0.5)) = 0.3  
        }
        SubShader
        {
            Tags { "RenderType"="Opaque" }
            LOD 100
    
            Pass
            {
                CGPROGRAM
                #pragma vertex vert
                #pragma fragment frag
                // make fog work
                #pragma multi_compile_fog
                
                #include "UnityCG.cginc"
    
                struct appdata
                {
                    float4 vertex : POSITION;
                    float3 normal:NORMAL;
                    float2 uv : TEXCOORD0;
                };
    
                struct v2f
                {
                    float2 uv : TEXCOORD0;
                    float3 worldNormal:TEXCOORD1;
                    UNITY_FOG_COORDS(1)
                    float4 vertex : SV_POSITION;
                };
    
                sampler2D _MainTex;
                float4 _MainTex_ST;
                float _SnowLevel;  
                float4 _SnowColor;  
                float _Wetness;  
                
                v2f vert (appdata v)
                {
                    v2f o;
                    o.vertex = UnityObjectToClipPos(v.vertex);
                    o.worldNormal = normalize(mul(v.normal,(float3x3)unity_WorldToObject));
                    o.uv = TRANSFORM_TEX(v.uv, _MainTex);
                    UNITY_TRANSFER_FOG(o,o.vertex);
                    return o;
                }
                
                fixed4 frag (v2f i) : SV_Target
                {
                    // sample the texture
                    fixed4 col = tex2D(_MainTex, i.uv);
                    half difference = dot(i.worldNormal, float3(0,1,0)) - lerp(1,-1,_SnowLevel);  //这里减0.7(2分之根号2)代表小于等于45度的夹角,不减是90度的夹角,cos60=0.5,cos45=sqrt(2)/2
                      difference = saturate(difference / _Wetness);  
                     col.rgb = difference*_SnowColor.rgb + (1-difference) * col.rgb;  
                    // apply fog
                    UNITY_APPLY_FOG(i.fogCoord, col);
                    return col;
                }
                ENDCG
            }
        }
    }
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  • 原文地址:https://www.cnblogs.com/luxishi/p/8532593.html
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