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如何在unity中创建着色器,如下所述?

  •  -1
  • Akash Gajbhiye  · 技术社区  · 6 年前

    enter image description here

    我想创建一个统一的着色器,其中漫反射纹理将应用于平面上,如图所示。

    现在我可以在平面上将纹理分成四部分,如下所示 enter image description here

    使用此代码

    Shader "Custom/bookshader" {
    Properties {
        _Color ("Color", Color) = (1,1,1,1)
        _MainTex ("Albedo (RGB)", 2D) = "white" {}
        _Glossiness ("Smoothness", Range(0,1)) = 0.5
        _Metallic ("Metallic", Range(0,1)) = 0.0
    }
    SubShader {
        Tags { "RenderType"="Opaque" }
        LOD 200
    
        CGPROGRAM
        // Physically based Standard lighting model, and enable shadows on all light types
        #pragma surface surf Standard fullforwardshadows
    
        // Use shader model 3.0 target, to get nicer looking lighting
        #pragma target 3.0
    
        sampler2D _MainTex;
    
        struct Input {
            float2 uv_MainTex;
        };
    
        half _Glossiness;
        half _Metallic;
        fixed4 _Color;
    
        // 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_CBUFFER_START(Props)
            // put more per-instance properties here
        UNITY_INSTANCING_CBUFFER_END
    
        void surf (Input IN, inout SurfaceOutputStandard o) {
            // Albedo comes from a texture tinted by color
            fixed4 c = tex2D (_MainTex, float2(IN.uv_MainTex.x*2, IN.uv_MainTex.y*2)) * _Color;
            o.Albedo = c.rgb;
            // Metallic and smoothness come from slider variables
            o.Metallic = _Metallic;
            o.Smoothness = _Glossiness;
            o.Alpha = c.a;
        }
        ENDCG
    }
    FallBack "Diffuse"
    }
    
    1 回复  |  直到 6 年前
        1
  •  1
  •   Seyed Morteza Kamali    6 年前

    Mirror

    Shader "Unlit/Mirror"
    {
        Properties
        {
            _MainTex ("Texture", 2D) = "white" {}
        }
        SubShader
        {
            Tags { "RenderType"="Opaque" }
            LOD 100
    
            Pass
            {
                CGPROGRAM
                #pragma vertex vert
                #pragma fragment frag
    
                #include "UnityCG.cginc"
    
                struct appdata
                {
                    float4 vertex : POSITION;
                    float2 uv : TEXCOORD0;
                };
    
                struct v2f
                {
                    float2 uv : TEXCOORD0;
                    float4 vertex : SV_POSITION;
                };
    
                sampler2D _MainTex;
                float4 _MainTex_ST;
    
                v2f vert (appdata v)
                {
                    v2f o;
                    o.vertex = UnityObjectToClipPos(v.vertex);
                    o.uv = TRANSFORM_TEX(v.uv, _MainTex);
                    return o;
                }
    
                fixed GetMask(fixed2 uv){
                return step(uv.x,0)*step(uv.y,0);
                }
    
                fixed4 frag (v2f i) : SV_Target
                {
                    fixed2 uv = (i.uv*2.0+-1.0).rg;
    
                    fixed UpRight = GetMask(float2(uv.x,uv.y));
                    fixed UpLeft =  GetMask(float2(-uv.x,uv.y));
    
                    fixed DownLeft =  GetMask(float2(-uv.x,-uv.y));
                    fixed DownRight = GetMask(float2(uv.x,-uv.y));
    
                    // sample the texture
                    fixed4 UpRightTex = tex2D(_MainTex, float2(uv.x,uv.y))*UpRight;
                    fixed4 UpLeftTex = tex2D(_MainTex, float2(-uv.x,uv.y))*UpLeft;
                    fixed4 DownLeftTex = tex2D(_MainTex, float2(-uv.x,-uv.y))*DownLeft;
                    fixed4 DownRightTex = tex2D(_MainTex, float2(uv.x,-uv.y))*DownRight;
    
                    fixed4 result = max(max(UpRightTex,UpLeftTex),max(DownLeftTex,DownRightTex));
    
                    return result;
                }
                ENDCG
            }
        }
    }