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/TestZwriteShader"
{
Properties {
_Color ("Color Tint", Color) = (1, 1, 1, 1)
_MainTex ("Main Tex", 2D) = "white" {}
_AlphaScale ("Alpha Scale", Range(0, 5)) = 1
_IntersectPower("Intersect Power",float) = 1.0
}
SubShader {
Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"}
/*
Pass {
Tags { "LightMode"="ForwardBase" }
// First pass renders only back faces
Cull Front
ZWrite Off
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "Lighting.cginc"
fixed4 _Color;
sampler2D _MainTex;
float4 _MainTex_ST;
fixed _AlphaScale;
struct a2v {
float4 vertex : POSITION;
float3 normal : NORMAL;
float4 texcoord : TEXCOORD0;
};
struct v2f {
float4 pos : SV_POSITION;
float3 worldNormal : TEXCOORD0;
float3 worldPos : TEXCOORD1;
float2 uv : TEXCOORD2;
};
v2f vert(a2v v) {
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.worldNormal = UnityObjectToWorldNormal(v.normal);
o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
return o;
}
fixed4 frag(v2f i) : SV_Target {
fixed3 worldNormal = normalize(i.worldNormal);
fixed3 worldLightDir = normalize(UnityWorldSpaceLightDir(i.worldPos));
fixed4 texColor = tex2D(_MainTex, i.uv);
fixed3 albedo = texColor.rgb * _Color.rgb;
fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz * albedo;
fixed3 diffuse = _LightColor0.rgb * albedo * max(0, dot(worldNormal, worldLightDir));
return fixed4(ambient + diffuse, texColor.a * _AlphaScale);
}
ENDCG
}
*/
Pass {
Tags { "LightMode"="ForwardBase" }
// Second pass renders only front faces
Cull Back
ZWrite On
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "Lighting.cginc"
fixed4 _Color;
sampler2D _MainTex;
float4 _MainTex_ST;
fixed _AlphaScale;
sampler2D _CameraDepthTexture;
float _IntersectPower;
struct a2v {
float4 vertex : POSITION;
float3 normal : NORMAL;
float4 texcoord : TEXCOORD0;
};
struct v2f {
float4 pos : SV_POSITION;
float3 worldNormal : TEXCOORD0;
float3 worldPos : TEXCOORD1;
float4 scrPos : TEXCOORD3;
float2 uv : TEXCOORD2;
};
v2f vert(a2v v) {
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.worldNormal = UnityObjectToWorldNormal(v.normal);
//o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
o.worldPos = normalize(UnityWorldSpaceViewDir(mul(unity_ObjectToWorld, v.vertex)));
o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
o.scrPos = ComputeScreenPos(v.vertex);
COMPUTE_EYEDEPTH(o.scrPos.z);
return o;
}
fixed4 frag(v2f i) : SV_Target {
fixed3 worldNormal = normalize(i.worldNormal);
fixed3 worldLightDir = normalize(UnityWorldSpaceLightDir(i.worldPos));
fixed4 texColor = tex2D(_MainTex, i.uv);
fixed3 albedo = texColor.rgb * _Color.rgb;
fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz * albedo;
fixed3 diffuse = _LightColor0.rgb * albedo * max(0, dot(worldNormal, worldLightDir));
float depth = tex2D(_CameraDepthTexture, i.uv).r;
float4 col = float4(depth, depth, depth, 1);
fixed4 refrCol = tex2D(_CameraDepthTexture, i.scrPos.xy/i.scrPos.w);
refrCol = fixed4(refrCol.xyz,texColor.a * _AlphaScale);
//float linearDepth = Linear01Depth(depth);
//return fixed4(ambient + diffuse, texColor.a * _AlphaScale);
//return fixed4(1,1,1, texColor.a * _AlphaScale * depth*100);
float rim = 1 - abs(dot(i.worldNormal*_AlphaScale, normalize(i.worldPos)));
float sceneZ = LinearEyeDepth(SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.scrPos)));
float partZ = i.scrPos.z;
float diff = sceneZ - partZ;
float intersect = (1 - diff) * _IntersectPower;
return fixed4(1,1,1, rim * _AlphaScale+intersect);
}
ENDCG
}
}
FallBack "Transparent/VertexLit"
}