• CG代码 雪景补充


    Shader "Custom/snowMaterial"
    {
        Properties
        {
            _Color ("Color", Color) = (1,1,1,1)
            _MainTex ("Albedo (RGB)", 2D) = "white" {}   
            _NormalTex("NormalTex",2D)="bump"{}
            _SnowTex("SnowTex",2D)="white"{}
            _SnowDir("SnowDir",vector)=(0,1,0,0)
            _SnowAmount("SnowAmount",Range(0,2))=1
            _SnowNormal("SnowNormal",2D)="bump"{}

            
        }
        SubShader
        {
            Tags { "RenderType"="Opaque" }
            LOD 200

            CGPROGRAM
            // Physically based Standard lighting model, and enable shadows on all light types
            #pragma surface surf StandardSpecular fullforwardshadows

            // Use shader model 3.0 target, to get nicer looking lighting
            #pragma target 3.0

            sampler2D _MainTex;
            sampler2D _NormalTex;
            sampler2D _SnowTex;
            sampler2D _SnowNormal;
             struct Input
            {
                float2 uv_MainTex;
                float2 uv_NormalTex;
                float2 uv_SnowTex;
                float2 uv_SnowNormal;
                float3 worldNormal;
                INTERNAL_DATA
            };

            half _Glossiness;
            half _Metallic;
            half _SnowAmount;
            fixed4 _Color;
            float4 _SnowDir;
            // Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader.
            // See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing.
            // #pragma instancing_options assumeuniformscaling
            UNITY_INSTANCING_BUFFER_START(Props)
                // put more per-instance properties here
            UNITY_INSTANCING_BUFFER_END(Props)

            void surf (Input IN, inout SurfaceOutputStandardSpecular o)
            {   
                float3 normalTex=UnpackNormal(tex2D(_NormalTex,IN.uv_NormalTex));
                float3 SnowNormal=UnpackNormal(tex2D(_SnowNormal,IN.uv_SnowNormal));
                fixed3 wNormal=WorldNormalVector(IN,(0,0,1));//计算顶点的世界法线
                // Albedo comes from a texture tinted by color
                fixed3 finalNoraml=lerp(normalTex,SnowNormal,saturate(dot(wNormal,_SnowDir.xyz))*_SnowAmount);
                o.Normal=finalNoraml;
               
                fixed3 fwNormal=WorldNormalVector(IN,finalNoraml);
                float lerpVal=saturate(dot(fwNormal,_SnowDir.xyz ));

                fixed4 c =lerp( tex2D (_MainTex, IN.uv_MainTex) * _Color,tex2D(_SnowTex,IN.uv_SnowTex),lerpVal*_SnowAmount);


                o.Albedo = c.rgb;
                // Metallic and smoothness come from slider variables
               
                o.Smoothness = _Glossiness;
                o.Alpha = c.a;
            }
            ENDCG
        }
        FallBack "Diffuse"
    }
     

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  • 原文地址:https://blog.csdn.net/weixin_54479200/article/details/126933614