本文实例为大家分享了Unity3D Shader实现动态星空的具体代码,供大家参考,具体内容如下
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Shader "Unlit/Test" { Properties { [Gamma][Header(CubeMap)]_MainColor( "MainColor" ,COLOR)=(0.5,0.5,0.5,1) _Spec( "Spec" ,Range(1,8))=1 [NoScaleOffset]_Tex( "CubeMap" ,CUBE)= "black" {} [Header(Rotation)][Toggle(_ENABLEROTATION_ON)]_EnableRotation( "Enable Rotation" ,Float)=0 [IntRange]_Rotation( "Rotation" ,Range(0,360))=0 _RotationSpeed( "RotationSpeed" , float )=1 [Header(Fog)][Toggle(_ENABLEFOG_ON)]_EnableFog( "Enable Fog" , float )=0 _FogHeight( "FogHeight" ,Range(0,1))=1 _FogSmooth( "FogSmooth" ,Range(0.01,1))=0.01 _FogHill( "FogHill" ,Range(0,1))=0.5 } SubShader { Tags { "RenderType" = "Background" "Queue" = "Background" "IgnoreProjector" = "True" "ForceNoShadowCasting" = "True" } LOD 100 Cull Off ZWrite Off CGPROGRAM #include "UnityShaderVariables.cginc" #include "UnityCG.cginc" #pragma target 3.0 #pragma shader_feature _ENABLEROTATION_ON #pragma shader_feature _ENABLEFOG_ON #pragma surface surf Lint keepalpha noshadow noambient novertexlights nolightmap nodynlightmap nodirlightmap nofog nometa noforwardadd vertex:vertexRo struct Input { float3 worldPos; float3 vertextofrag; }; uniform float4 _MainColor; uniform float _Spec; uniform samplerCUBE _Tex; uniform half _Rotation; uniform half _RotationSpeed; uniform half _FogHeight; uniform half _FogSmooth; uniform half _FogHill; uniform half4 _Tex_HDR; half3 decode_HDR(half4 data) { return DecodeHDR(data,_Tex_HDR); } void vertexRo(inout appdata_full v, out Input o) { UNITY_INITIALIZE_OUTPUT(Input,o); float3 _worldPos=mul(unity_ObjectToWorld,v.vertex); float _lerpResult=lerp(1.0,(unity_OrthoParams.y/unity_OrthoParams.x),unity_OrthoParams.w); float3 _append=float3(_worldPos.x,_worldPos.y*_lerpResult,_worldPos.z); float3 _nor_append=normalize(_append); float _timeMove=_Time.y; float3 _timeMove1=float3(cos(radians(_Rotation+_timeMove*_RotationSpeed)),0,sin(radians(_Rotation+_timeMove*_RotationSpeed))*-1); float3 _timeMove2=float3(0,_lerpResult,0); float3 _timeMove3=float3(sin(radians(_Rotation+_timeMove*_RotationSpeed)),0,cos(radians(_Rotation+_timeMove*_RotationSpeed))); float3 _nor_worldPos=normalize(_worldPos); #ifdef _ENABLEROTATION_ON o.vertextofrag=mul(float3x3(_timeMove1,_timeMove2,_timeMove3),_nor_worldPos); #else o.vertextofrag=_nor_append; #endif } fixed4 LightingLint(SurfaceOutput s,float3 lightDir, float atten) { return fixed4(0,0,0,s.Alpha); } void surf(Input i,inout SurfaceOutput o) { half4 CUBEdata=texCUBE(_Tex,i.vertextofrag); half3 CUBEdataHDR=decode_HDR(CUBEdata); float4 CUBEColor=(float4(CUBEdataHDR,0))*_MainColor*_Spec*unity_ColorSpaceDouble; float3 _nor_worldPos=normalize(i.worldPos); float _lerpFog=lerp(saturate(pow(_nor_worldPos.y/_FogHeight,1-_FogSmooth)),0,_FogHill); float4 FinalColor=lerp(unity_FogColor,CUBEColor,_lerpFog); #ifdef _ENABLEFOG_ON o.Emission=FinalColor.rgb; #else o.Emission=CUBEColor.rgb; #endif o.Alpha=1; } ENDCG } } |
Spec:亮度
Rotation:开始旋转角度,可以调节
RotationSpeed:旋转速度
Fog开头:雾化效果,可以看算法实现
以上就是本文的全部内容,希望对大家的学习有所帮助,也希望大家多多支持服务器之家。
原文链接:https://blog.csdn.net/weixin_42452001/article/details/80776074