// 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 } } }