Unity Shader 雪效果
程序员文章站
2024-02-12 22:42:10
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原理:采集雪贴图和雪的法线贴图,然后求得世界下的法线方向,并用主纹理的法线贴图和雪的法线贴图进行插值,插值系数是世界空间和雪方向的点积,并用一个雪量变量进行控制,得到插值后的法线,实现如下:
Shader "Snow"
{
Properties
{
_Color ("Color", Color) = (1,1,1,1)
_MainTex ("Albedo (RGB)", 2D) = "white" {}
_SnowTex("SnowTex",2D) = "white"{}
_NormalTex("Normal",2D) = "bump"{}
_SnowNormal("SnowNormal",2D) = "bump"{}
_Glossiness ("Smoothness", Range(0,1)) = 0.5
_Metallic ("Metallic", Range(0,1)) = 0.0
_SnowDir("SnowDir",Vector) = (0,1,0)
_SnowAmount("SnowAmount",Range(0,10)) = 1
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 200
Cull off
CGPROGRAM
// Physically based Standard lighting model, and enable shadows on all light types
#pragma surface surf StandardSpecular fullforwardshadows
#pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON
// Use shader model 3.0 target, to get nicer looking lighting
#pragma target 3.0
sampler2D _MainTex;
sampler2D _NormalTex;
sampler2D _SnowTex;
sampler2D _SnowNormal;
struct Input
{
float2 uv_MainTex;
float2 uv_NormalTex;
float2 uv_SnowTex;
float2 uv_SnowNormal;
float3 worldNormal;
INTERNAL_DATA
};
half _Glossiness;
half _Metallic;
half _SnowAmount;
fixed4 _Color;
fixed4 _SnowDir;
// 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_BUFFER_START(Props)
// put more per-instance properties here
UNITY_INSTANCING_BUFFER_END(Props)
void surf (Input IN, inout SurfaceOutputStandardSpecular o)
{
float3 normalTex = UnpackNormal(tex2D(_NormalTex,IN.uv_NormalTex));
float3 snowNormalTex =UnpackNormal(tex2D(_SnowNormal,IN.uv_SnowNormal));
fixed3 WorldNormal = WorldNormalVector(IN,float3(0,0,1));
fixed3 finalNormal =lerp(normalTex,snowNormalTex, saturate(dot(WorldNormal,_SnowDir.xyz)*_SnowAmount));
o.Normal = finalNormal;
fixed3 finalworldNormal = WorldNormalVector(IN,finalNormal);
float lerpVal = saturate( dot(finalworldNormal,_SnowDir.xyz));
// Albedo comes from a texture tinted by color
fixed4 c = lerp(tex2D (_MainTex, IN.uv_MainTex) * _Color,tex2D(_SnowTex,IN.uv_SnowTex),lerpVal *_SnowAmount);
o.Albedo = c.rgb;
// Metallic and smoothness come from slider variables
o.Alpha = c.a;
}
ENDCG
}
FallBack "Diffuse"
}
效果如下: