Unity-Shader-高亮Highlight

常用Shader-高亮,可动态调整高亮颜色、高亮强度范围/等级、高亮闪烁速度、高亮状态

Shader "CustomShader/Highlight"
{
	Properties
	{
		_Color("Color", Color) = (0.9044118,0.6640914,0.03325041,0)
		_Albedo("Albedo", 2D) = "white" {}
		_Normal("Normal", 2D) = "bump" {}
		_Emission("Emission", 2D) = "black" {}
		_Oclussion("Oclussion", 2D) = "white" {}
		_HighlightColor("Highlight Color", Color) = (0.7065311,0.9705882,0.9596617,1)
		_MinHighLightLevel("MinHighLightLevel", Range( 0 , 1)) = 0.8
		_MaxHighLightLevel("MaxHighLightLevel", Range( 0 , 1)) = 0.9
		_HighlightSpeed("Highlight Speed", Range( 0 , 200)) = 60
		[Toggle]_Highlighted("Highlighted", Float) = 0
		[HideInInspector] _texcoord( "", 2D ) = "white" {}
		[HideInInspector] __dirty( "", Int ) = 1
	}

	SubShader
	{
		Tags{ "RenderType" = "Opaque"  "Queue" = "Geometry+0" "IsEmissive" = "true"  }
		Cull Back
		CGINCLUDE
		#include "UnityShaderVariables.cginc"
		#include "UnityPBSLighting.cginc"
		#include "Lighting.cginc"
		#pragma target 3.0
		#ifdef UNITY_PASS_SHADOWCASTER
			#undef INTERNAL_DATA
			#undef WorldReflectionVector
			#undef WorldNormalVector
			#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;
			#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))
			#define WorldNormalVector(data,normal) half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))
		#endif
		struct Input
		{
			float2 uv_texcoord;
			float3 viewDir;
			INTERNAL_DATA
		};

		uniform sampler2D _Normal;
		uniform float4 _Color;
		uniform sampler2D _Albedo;
		uniform float _Highlighted;
		uniform sampler2D _Emission;
		uniform float _HighlightSpeed;
		uniform float _MinHighLightLevel;
		uniform float _MaxHighLightLevel;
		uniform float4 _HighlightColor;
		uniform sampler2D _Oclussion;

		void surf( Input i , inout SurfaceOutputStandardSpecular o )
		{
			float3 Normal67 = UnpackNormal( tex2D( _Normal, i.uv_texcoord ) );
			o.Normal = Normal67;
			float4 Albedo65 = ( _Color * tex2D( _Albedo, i.uv_texcoord ) );
			o.Albedo = Albedo65.rgb;
			float4 Emision75 = tex2D( _Emission, i.uv_texcoord );
			float3 normalizeResult78 = normalize( i.viewDir );
			float dotResult79 = dot( Normal67 , normalizeResult78 );
			float mulTime138 = _Time.y * 0.05;
			float Highlight_Level87 = (_MinHighLightLevel + (sin( ( mulTime138 * _HighlightSpeed ) ) - -1.0) * (_MaxHighLightLevel - _MinHighLightLevel) / (1.0 - -1.0));
			float4 Highlight_Color95 = _HighlightColor;
			float4 Highlight_Rim94 = ( pow( ( 1.0 - saturate( dotResult79 ) ) , (10.0 + (Highlight_Level87 - 0.0) * (0.0 - 10.0) / (1.0 - 0.0)) ) * Highlight_Color95 );
			float4 Final_Emision114 = (( _Highlighted )?( ( Emision75 + Highlight_Rim94 ) ):( Emision75 ));
			o.Emission = Final_Emision114.rgb;
			float4 Oclussion86 = tex2D( _Oclussion, i.uv_texcoord );
			o.Occlusion = Oclussion86.r;
			o.Alpha = 1;
		}

		ENDCG
		CGPROGRAM
		#pragma surface surf StandardSpecular keepalpha fullforwardshadows 

		ENDCG
		Pass
		{
			Name "ShadowCaster"
			Tags{ "LightMode" = "ShadowCaster" }
			ZWrite On
			CGPROGRAM
			#pragma vertex vert
			#pragma fragment frag
			#pragma target 3.0
			#pragma multi_compile_shadowcaster
			#pragma multi_compile UNITY_PASS_SHADOWCASTER
			#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2
			#include "HLSLSupport.cginc"
			#if ( SHADER_API_D3D11 || SHADER_API_GLCORE || SHADER_API_GLES || SHADER_API_GLES3 || SHADER_API_METAL || SHADER_API_VULKAN )
				#define CAN_SKIP_VPOS
			#endif
			#include "UnityCG.cginc"
			#include "Lighting.cginc"
			#include "UnityPBSLighting.cginc"
			struct v2f
			{
				V2F_SHADOW_CASTER;
				float2 customPack1 : TEXCOORD1;
				float4 tSpace0 : TEXCOORD2;
				float4 tSpace1 : TEXCOORD3;
				float4 tSpace2 : TEXCOORD4;
				UNITY_VERTEX_INPUT_INSTANCE_ID
				UNITY_VERTEX_OUTPUT_STEREO
			};
			v2f vert( appdata_full v )
			{
				v2f o;
				UNITY_SETUP_INSTANCE_ID( v );
				UNITY_INITIALIZE_OUTPUT( v2f, o );
				UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o );
				UNITY_TRANSFER_INSTANCE_ID( v, o );
				Input customInputData;
				float3 worldPos = mul( unity_ObjectToWorld, v.vertex ).xyz;
				half3 worldNormal = UnityObjectToWorldNormal( v.normal );
				half3 worldTangent = UnityObjectToWorldDir( v.tangent.xyz );
				half tangentSign = v.tangent.w * unity_WorldTransformParams.w;
				half3 worldBinormal = cross( worldNormal, worldTangent ) * tangentSign;
				o.tSpace0 = float4( worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x );
				o.tSpace1 = float4( worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y );
				o.tSpace2 = float4( worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z );
				o.customPack1.xy = customInputData.uv_texcoord;
				o.customPack1.xy = v.texcoord;
				TRANSFER_SHADOW_CASTER_NORMALOFFSET( o )
				return o;
			}
			half4 frag( v2f IN
			#if !defined( CAN_SKIP_VPOS )
			, UNITY_VPOS_TYPE vpos : VPOS
			#endif
			) : SV_Target
			{
				UNITY_SETUP_INSTANCE_ID( IN );
				Input surfIN;
				UNITY_INITIALIZE_OUTPUT( Input, surfIN );
				surfIN.uv_texcoord = IN.customPack1.xy;
				float3 worldPos = float3( IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w );
				half3 worldViewDir = normalize( UnityWorldSpaceViewDir( worldPos ) );
				surfIN.viewDir = IN.tSpace0.xyz * worldViewDir.x + IN.tSpace1.xyz * worldViewDir.y + IN.tSpace2.xyz * worldViewDir.z;
				surfIN.internalSurfaceTtoW0 = IN.tSpace0.xyz;
				surfIN.internalSurfaceTtoW1 = IN.tSpace1.xyz;
				surfIN.internalSurfaceTtoW2 = IN.tSpace2.xyz;
				SurfaceOutputStandardSpecular o;
				UNITY_INITIALIZE_OUTPUT( SurfaceOutputStandardSpecular, o )
				surf( surfIN, o );
				#if defined( CAN_SKIP_VPOS )
				float2 vpos = IN.pos;
				#endif
				SHADOW_CASTER_FRAGMENT( IN )
			}
			ENDCG
		}
	}
	Fallback "Diffuse"
	CustomEditor "ASEMaterialInspector"
}

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转载自blog.csdn.net/weixin_38484443/article/details/132193562