- Shader "Unlit/GUANGGAO"
- {
- Properties
- {
- _MainTex ("Texture", 2D) = "white" {}
- [MaterialToggle]_Verical("Verical",Range(0,1))=1//方向约束
-
- }
- SubShader
- {
- Tags { "RenderType"="Transparent" "Queuue"="Transparent" "IgnoreProjector"="true" "DisableBacthing"="True"}
- LOD 100
-
- Pass
- {
- ZWrite off
- Blend SrcAlpha OneMinusSrcAlpha
- Cull off
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- // make fog work
- #pragma multi_compile_fog
-
- #include "UnityCG.cginc"
-
- struct appdata
- {
- float4 vertex : POSITION;
- float2 uv : TEXCOORD0;
- };
-
- struct v2f
- {
- float2 uv : TEXCOORD0;
- UNITY_FOG_COORDS(1)
- float4 vertex : SV_POSITION;
- };
-
- sampler2D _MainTex;
- float4 _MainTex_ST;
- fixed _Verical;
- v2f vert (appdata v)
- {
- v2f o;
- float3 center=float3 (0,0,0);
- float3 view=mul(unity_WorldToObject,float4(_WorldSpaceCameraPos,1));
- float3 normalDir=view - center;
- normalDir.y= normalDir.y*_Verical;
- normalDir=normalize(normalDir);
- float3 upDir= abs(normalDir.y)>0.999? float3(0,0,1):float3(0,1,0);//判断法线是否向上
- float3 rightDir=normalize(cross(upDir,normalDir));
- upDir=normalize(cross(normalDir,rightDir));
- float3 centerOffs=v.vertex.xyz-center;
- float3 localPos=center+rightDir*centerOffs.x+upDir*centerOffs.y+normalDir*centerOffs.z;
-
- o.vertex = UnityObjectToClipPos(localPos);
- 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);
- // apply fog
- UNITY_APPLY_FOG(i.fogCoord, col);
- return col;
- }
- ENDCG
- }
- }