冯乐乐的《Unity Shader入门精要》附带项目,其中部分shader已经修改测试
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Unity Shaders Book/Chapter 5/False Color" {
SubShader {
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct v2f {
float4 pos : SV_POSITION;
fixed4 color : COLOR0;
};
v2f vert(appdata_full v) {
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
// Visualize normal
o.color = fixed4(v.normal * 0.5 + fixed3(0.5, 0.5, 0.5), 1.0);
// Visualize tangent
o.color = fixed4(v.tangent.xyz * 0.5 + fixed3(0.5, 0.5, 0.5), 1.0);
// Visualize binormal
fixed3 binormal = cross(v.normal, v.tangent.xyz) * v.tangent.w;
o.color = fixed4(binormal * 0.5 + fixed3(0.5, 0.5, 0.5), 1.0);
// Visualize the first set texcoord
o.color = fixed4(v.texcoord.xy, 0.0, 1.0);
// Visualize the second set texcoord
o.color = fixed4(v.texcoord1.xy, 0.0, 1.0);
// Visualize fractional part of the first set texcoord
o.color = frac(v.texcoord);
if (any(saturate(v.texcoord) - v.texcoord)) {
o.color.b = 0.5;
}
o.color.a = 1.0;
// Visualize fractional part of the second set texcoord
o.color = frac(v.texcoord1);
if (any(saturate(v.texcoord1) - v.texcoord1)) {
o.color.b = 0.5;
}
o.color.a = 1.0;
// Visualize vertex color
// o.color = v.color;
return o;
}
fixed4 frag(v2f i) : SV_Target {
return i.color;
}
ENDCG
}
}
}