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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Shader "Unlit/TestClipShader"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_CutOutTex("Cut Tex", 2D) = "white" {}
_CutOutValueX("Cut Value X",Float) = 1.0
_CutOutValueY("Cut Value Y",Float) = 1.0
_CutOutValueZ("Cut Value Z",Float) = 1.0
_CutOutColor("Cut Color",COLOR) = (1,1,1,1)
_CutOutStrength("Cut Strength",Range(0.5,10.0)) = 1.0
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
Cull Off
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;
float4 scrPos : TEXCOORD1;
float4 srcVertex : TEXCOORD2;
};
sampler2D _MainTex;
sampler2D _CutOutTex;
float4 _MainTex_ST;
float _CutOutValueX;
float _CutOutValueY;
float _CutOutValueZ;
fixed4 _CutOutColor;
float _CutOutStrength;
v2f vert (appdata v)
{
v2f o;
//o.vertex = v.vertex;
o.vertex = UnityObjectToClipPos(v.vertex);
o.vertex = float4(o.vertex.x,o.vertex.y,o.vertex.z,o.vertex.w);
o.srcVertex = v.vertex;
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
o.scrPos = ComputeScreenPos(o.vertex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
// sample the texture
fixed4 col = tex2D(_MainTex, i.uv);
fixed4 secondTex = tex2D(_CutOutTex,i.uv);
//float clipData = _CutOutValueX-i.srcVertex.x+secondTex.r/5;
//clip(clipData);
float clipData = _CutOutValueY-i.srcVertex.y+secondTex.r/5;
clip(clipData);
//clipData = _CutOutValueZ-i.srcVertex.z+secondTex.r/5;
//clip(clipData);
col = col + fixed4(clamp(_CutOutColor.rgb*(0.3-clipData)*_CutOutStrength,0,1),1);
return col;
}
ENDCG
}
}
}