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本文实例为大家分享了shader实现基于世界坐标的贴图置换效果。
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设置面板如下:
可在面板上设置切换方向,与切换对象,及其切换速度。
shader实现如下:
Shader "XM/Effect/SwapTexture" { Properties { _Color ("Color", Color) = (1,1,1,1) _MainTex ("Albedo (RGB)", 2D) = "white" {} _TargetTex ("Target Tex", 2D) = "white" {}//目标贴图 [KeywordEnum(Up, Down, Left, Right, Forward, Back)] _mode ("Mode", Int) = 0//切换方向 _SwapBlend ("Blend", Range(0,1)) = 0//0-1混合值 _SwapMin("Min Value", Float) = 0//最小世界坐标 _SwapMax("Max Value", Float) = 0//大世界坐标 _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 vertex:vert // Use shader model 3.0 target, to get nicer looking lighting #pragma target 3.0 sampler2D _MainTex; sampler2D _TargetTex; struct Input { float2 uv_MainTex; float3 worldPos; }; half _mode; half _SwapBlend; float _SwapMin; float _SwapMax; half _Glossiness; half _Metallic; fixed4 _Color; void vert (inout appdata_full v, out Input o) { UNITY_INITIALIZE_OUTPUT(Input,o); } void surf (Input IN, inout SurfaceOutputStandard o) { half useTarget = 0; float targetValue = 0; switch(_mode)//模式选择 { case 0://up targetValue = (_SwapMax - _SwapMin) * _SwapBlend + _SwapMin; useTarget = IN.worldPos.y > targetValue?0:1; break; case 1://down targetValue = (_SwapMax - _SwapMin) * (1 - _SwapBlend) + _SwapMin; useTarget = IN.worldPos.y < targetValue?0:1; break; case 2://left targetValue = (_SwapMax - _SwapMin) * (1 - _SwapBlend) + _SwapMin; useTarget = IN.worldPos.x < targetValue?0:1; break; case 3://right targetValue = (_SwapMax - _SwapMin) * _SwapBlend + _SwapMin; useTarget = IN.worldPos.x > targetValue?0:1; break; case 4://forward targetValue = (_SwapMax - _SwapMin) * _SwapBlend + _SwapMin; useTarget = IN.worldPos.z > targetValue?0:1; break; case 5://back targetValue = (_SwapMax - _SwapMin) * (1 - _SwapBlend) + _SwapMin; useTarget = IN.worldPos.z < targetValue?0:1; break; } // Albedo comes from a texture tinted by color fixed4 c; if(useTarget == 1) { c = tex2D (_TargetTex, IN.uv_MainTex); } else { c = tex2D (_MainTex, IN.uv_MainTex); } c *= _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" }
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