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  • Unity3d《Shader篇》地球旋转上空悬浮云层

    记得把纹理设置成Repeat

    Shader "Custom/Earth" {
    	Properties {
    		_MainTex ("Base (RGB)", 2D) = "white" {}
    		_CloudTex ("Base (RGB)", 2D) = "white" {}
    	}
    	SubShader {
    	
    		Pass{
    		Tags { "RenderType"="Opaque" }
    		LOD 200
    		
    		CGPROGRAM
    		#pragma vertex vert
    		#pragma fragment frag
    		
    		#include "UnityCG.cginc"
    	
    		sampler2D _MainTex;
    		sampler2D _CloudTex;
    		float4 _MainTex_ST;
    		struct Input {
    			float4 pos : SV_POSITION;
    			float2 uv;
    		};
    
    		Input vert(appdata_base v)
    		{
    			Input output;
    			output.pos = mul(UNITY_MATRIX_MVP,v.vertex);
    			output.uv =  TRANSFORM_TEX (v.texcoord, _MainTex);
    			
    			return output;
    		}
    		
    		half4 frag (Input i):COLOR
    		{ 
    			float2 uv = i.uv;
    			uv.x=i.uv.x + -_Time*0.3;
    			half4 col = tex2D(_MainTex,uv);
    			
    			float2 uv_cloud = i.uv;
    			uv_cloud.x=i.uv.x+ -_Time*0.8;
    			
    			half4 tex_clouddDepth = tex2D(_CloudTex,uv_cloud);
    			
    			half4 col_cloud = float4(1,1,1,0)*(tex_clouddDepth.x);
    			
    			return lerp(col,col_cloud,0.5f);
    			
    		}
    		ENDCG
    		}
    	} 
    	FallBack "Diffuse"
    }
    

      

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  • 原文地址:https://www.cnblogs.com/mrblue/p/4596100.html
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