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  • Unity3D Shader 模型流光效果

    Shader "Custom/FlowColor" {
    	Properties {
    		_MainTex ("Base (RGB)", 2D) = "white" {}
    		_FlowColor("Flow Color", Color) = (1,1,1,1)
    		_FlowRange("Flow Range", Float) = 0.01
    	}
    
    	SubShader {
    
    		
    		Pass
            {
    
    		Tags {   "Queue" = "Geometry" }
    
    		CGPROGRAM
    
            #include "UnityCG.cginc"
    
    		struct v2f
    		{
    			float4 vertex:POSITION;
    			float2 uv:TEXCOORD0;
    			float nr:TEXCOORD1;
    		};
    
    		sampler2D _MainTex;
    		float4 _FlowColor;
    		float _FlowRange;
    
    		v2f vert(appdata_base  v)
    		{
    			
    			v2f o;
    			o.uv = v.texcoord;
    			o.vertex = mul(UNITY_MATRIX_MVP,v.vertex);
    			float2 dir = normalize(float2(cos(_Time.y),sin(_Time.y)));
    			float2 worldNormal = normalize(mul((float3x3)_Object2World,v.normal)).xz;
    			
    			o.nr = dot(dir,worldNormal);
    						
    
    			return o;
    		}
    
    		fixed4 frag (v2f IN):COLOR
    		{
    			//fixed4  c = tex2D(_MainTex, IN.uv);
    			fixed fac = saturate(sign(IN.nr *(IN.nr-_FlowRange)));
    			fixed4 c=fac*tex2D(_MainTex, IN.uv) +(1-fac)*_FlowColor;
    			return c;
    		}
    
            #pragma vertex vert
            #pragma fragment frag
    
    		ENDCG
    		}
    
    		
    	} 
    	FallBack "Diffuse"
    }
    

      

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  • 原文地址:https://www.cnblogs.com/mrblue/p/7615734.html
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