玻璃材质。

内置shader修改:


Shader "Custom/ReflectEnv" {
	Properties {
		_Color ("Color", Color) = (1,1,1,1)
		_MainTex ("Albedo (RGB)", 2D) = "white" {}
		_Glossiness ("Smoothness", Range(0,1)) = 0.5
		_Metallic ("Metallic", Range(0,1)) = 0.0
		_Cubemap("CubeMap", CUBE) = ""{}
		_ReflAmount("Reflection Amount", Range(0.01, 1)) = 0.5
		_Alpha("alpha",Range(0.01,1))=0.1
	}
	SubShader {
		Tags { "RenderType"="Opaque" }
		LOD 200

		CGPROGRAM
		// Physically based Standard lighting model, and enable shadows on all light types
		#pragma surface surf Standard fullforwardshadows alpha

		// Use shader model 3.0 target, to get nicer looking lighting
		#pragma target 3.0

		sampler2D _MainTex;

		struct Input {
			float2 uv_MainTex;
			float3 worldRefl;
		};

		half _Glossiness;
		half _Metallic;
		fixed4 _Color;
		samplerCUBE _Cubemap;
		float _ReflAmount;
		float _Alpha;
		// 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 SurfaceOutputStandard o) {
			// Albedo comes from a texture tinted by color
			fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
			o.Emission = texCUBE(_Cubemap, IN.worldRefl).rgb * _ReflAmount;
			//o.Emission = IN.worldRefl* _ReflAmount;
			o.Albedo = c.rgb;
			// Metallic and smoothness come from slider variables
			o.Metallic = _Metallic;
			o.Smoothness = _Glossiness;
			o.Alpha = _Alpha;
		}
		ENDCG
	}
	FallBack "Diffuse"
}

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转载自blog.csdn.net/qq302756113/article/details/79886748
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