顶点片段着色器是最标准和通用的着色器类型,能实现的效果也是最丰富的,以下是几个比较常见的例子:
1、显示颜色和一张贴图
Shader “Example/VFBase” {
Properties {
_MainTex(“Base(RGB)”,2D) = “white”{}
_Color(“MainColor(RGB)”,Color) = (1,1,1,1)
}
SubShader {
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include “UnityCG.cginc”
float4 _Color;
sampler2D _MainTex;
float4 _MainTex_ST;
struct v2f {
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
} ;
v2f vert (appdata_base v)
{
v2f o;
o.pos = mul(UNITY_MATRIX_MVP,v.vertex);
o.uv = TRANSFORM_TEX(v.texcoord,_MainTex);
return o;
}
float4 frag (v2f i) : COLOR
{
float4 texCol = tex2D(_MainTex,i.uv);
float4 outp = _Color*texCol;
return outp;
}
ENDCG
}
}
FallBack “Diffuse”
}
2、随着时间动画的条状切割效果,透明叠加+双面显示
可以调整切割的数量、间隔和每条的宽度,从下往上动画
Shader “Example/VFClip” {
Properties {
_MainTex(“Base(RGB)”,2D) = “white”{}
_Color(“MainColor(RGB)”,Color) = (1,1,1,1)
_Speed(“Speed(1-100)”,Range(1,100)) = 10
_Sum(“Sum(1-100)”,Range(1,100)) = 20
_Space(“Space(0.1-5)”,Range(0.1,5)) = 1
_Width(“Width(0.1-1)”,Range(0.1,1))=0.5
}
SubShader {
Cull off
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include “UnityCG.cginc”
float4 _Color;
float _Speed;
float _Sum;
float _Space;
float _Width;
sampler2D _MainTex;
float4 _MainTex_ST;
struct v2f {
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
float4 scrPos;
} ;
v2f vert (appdata_base v)
{
v2f o;
o.pos = mul(UNITY_MATRIX_MVP,v.vertex);
o.uv = TRANSFORM_TEX(v.texcoord,_MainTex);
o.scrPos = v.vertex;
return o;
}
float4 frag (v2f i) : COLOR
{
float2 wcoord = (i.scrPos.yz/i.scrPos.w);
float4 outp;
float l = _Time*_Speed;
if (abs(fmod(_Sum*wcoord.x-l,_Space))<_Width) {
float4 texCol = tex2D(_MainTex,i.uv);
outp = _Color*texCol;
}
else
{
outp = (0,0,0,0);
}
clip(outp.a-0.5);
return outp;
}
ENDCG
}
}
FallBack “Diffuse”
}
3、反色效果
Shader “Example/VFInverse ” {
Properties {
_MainTex(“Base(RGB)”,2D) = “white”{}
_Color(“MainColor(RGB)”,Color) = (1,1,1,1)
_Inv(“Ref”,Range(0,1)) = 1
}
SubShader {
//Blend One One
AlphaTest Greater 0.5
Cull off
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include “UnityCG.cginc”
float4 _Color;
float _Speed;
float _Inv;
sampler2D _MainTex;
float4 _MainTex_ST;
struct v2f {
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
} ;
v2f vert (appdata_base v)
{
v2f o;
o.pos = mul(UNITY_MATRIX_MVP,v.vertex);
o.uv = TRANSFORM_TEX(v.texcoord,_MainTex);
return o;
}
float4 frag (v2f i) : COLOR
{
float4 outp;
float4 texCol = tex2D(_MainTex,i.uv);
float4 newCol = (1-texCol.r,1-texCol.g,1-texCol.b,texCol.a);
outp = abs(_Inv-texCol)*_Color;
outp.a = texCol.a;
return outp;
}
ENDCG
}
}
FallBack “Diffuse”
}
4、遮挡X光透视效果
Shader “Example/XRaySimple” {
Properties {
_MainTex (“Base (RGB)”, 2D) = “white” {}
_Color(“MainColor(RGB)”,Color) = (1,1,1,1)
_RimColor(“RimColor”,Color) = (1,1,0,1)
}
SubShader {
LOD 200
Pass
{
Blend SrcAlpha OneMinusSrcAlpha
ZTest Greater
ZWrite Off
Lighting off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
float4 _RimColor;
struct v2f {
float4 pos : SV_POSITION;
float3 color:COLOR;
} ;
v2f vert (appdata_base v)
{
v2f o;
o.pos = mul(UNITY_MATRIX_MVP,v.vertex);
float3 viewDir = normalize(ObjSpaceViewDir(v.vertex));
float dotProduct = 1 - dot(v.normal, viewDir);
float rimWidth = 0.7;
o.color.rgb = smoothstep(1 - rimWidth, 1.0, dotProduct);
o.color *= _RimColor;
return o;
}
float4 frag (v2f i) : COLOR
{
float4 outp;
outp.rgb = i.color+i.color;
outp.a = i.color;
return outp;
}
ENDCG
}
Pass
{
ZTest Less
Lighting On
Blend SrcAlpha OneMinusSrcAlpha
Material
{
Diffuse [_Color]
}
SetTexture[_MainTex]
{
Combine texture * primary DOUBLE
}
}
}
FallBack "Diffuse"
}