Unity 对象颜色梯形渐变Shader,可调节

无轮廓光。颜色可调节,明亮度,虚化度,底色,上色,渐变值

有轮廓光和法线贴图,可以调节。颜色可调节,明亮度,虚化度,底色,上色,渐变值

有轮廓光和法线贴图,可以调节。颜色可调节,明亮度,虚化度,底色,上色,渐变值

1.代码如下(这个无外发光):

Shader "MyShader/LinearGradientsNoLight" {
    Properties
    {
        [HideInInspector] __dirty("", Int) = 1
        _Soften("Soften", Range(0.1 , 10)) = 1.092425
        _MainValue("MainValue", Range(-10 , 10)) = -0.0336646
        _Brightness("Brightness", Range(0 , 1)) = 0.2873606
        _GroundColor("GroundColor", Color) = (0.9448276,0,1,0)
        _UpperColor("UpperColor", Color) = (1,1,1,0)
    }

        SubShader
    {
        Tags{ "RenderType" = "Opaque"  "Queue" = "Geometry+0" "IgnoreProjector" = "True" }
        Cull Back
        CGPROGRAM
#include "UnityShaderVariables.cginc"
#pragma target 3.0
#pragma multi_compile_instancing
#pragma surface surf Standard keepalpha addshadow fullforwardshadows 
        struct Input
    {
        float3 worldPos;
    };

    uniform float _MainValue;
    uniform float _Soften;
    uniform float _Brightness;

    UNITY_INSTANCING_CBUFFER_START(MyShaderTestShader)
        UNITY_DEFINE_INSTANCED_PROP(float4, _GroundColor)
        UNITY_DEFINE_INSTANCED_PROP(float4, _UpperColor)
        UNITY_INSTANCING_CBUFFER_END

        void surf(Input i , inout SurfaceOutputStandard o)
    {
        float4 _GroundColor_Instance = UNITY_ACCESS_INSTANCED_PROP(_GroundColor);
        float4 _UpperColor_Instance = UNITY_ACCESS_INSTANCED_PROP(_UpperColor);
        float3 ase_vertex3Pos = mul(unity_WorldToObject, float4(i.worldPos , 1));
        float clampResult55 = clamp(saturate(((ase_vertex3Pos.y + _MainValue) / _Soften)) , _Brightness , 1.0);
        float4 lerpResult61 = lerp(_GroundColor_Instance , _UpperColor_Instance , clampResult55);
        o.Albedo = lerpResult61.rgb;
        o.Alpha = 1;
    }

    ENDCG
    }
        Fallback "Diffuse"
        CustomEditor "ASEMaterialInspector"
}

2.代码如下(这个有轮廓外发光):

有轮廓光和法线贴图,可以调节。颜色可调节,明亮度,虚化度,底色,上色,渐变值

// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'

Shader "MyShader/LinearGradients"
{
    Properties
    {
        [HideInInspector] __dirty("", Int) = 1
        _Emission("Emission", Range(0 , 10)) = 0
        _EmissionColor("EmissionColor", Color) = (0,0,0,0)
        _Soften("Soften", Range(0.1 , 10)) = 1.092425
        _MainValue("MainValue", Range(-10 , 10)) = -0.0336646
        _Brightness("Brightness", Range(0 , 1)) = 0.2873606
        _GroundColor("GroundColor", Color) = (0.9448276,0,1,0)
        _UpperColor("UpperColor", Color) = (1,1,1,0)
        _Normal("Normal", 2D) = "bump" {}
    [HideInInspector] _texcoord("", 2D) = "white" {}
    }

        SubShader
    {
        Tags{ "RenderType" = "Opaque"  "Queue" = "Geometry+0" "IgnoreProjector" = "True" "IsEmissive" = "true" }
        Cull Back
        CGINCLUDE
#include "UnityShaderVariables.cginc"
#include "UnityPBSLighting.cginc"
#include "Lighting.cginc"
#pragma target 3.0
#pragma multi_compile_instancing
#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) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))
#endif
        struct Input
    {
        float2 uv_texcoord;
        float3 worldPos;
        float3 viewDir;
        INTERNAL_DATA
    };

    uniform sampler2D _Normal;
    uniform float4 _Normal_ST;
    uniform float _MainValue;
    uniform float _Soften;
    uniform float _Brightness;
    uniform float _Emission;
    uniform float4 _EmissionColor;

    UNITY_INSTANCING_CBUFFER_START(MyTestShader)
        UNITY_DEFINE_INSTANCED_PROP(float4, _GroundColor)
        UNITY_DEFINE_INSTANCED_PROP(float4, _UpperColor)
        UNITY_INSTANCING_CBUFFER_END

        void surf(Input i , inout SurfaceOutputStandard o)
    {
        float2 uv_Normal = i.uv_texcoord * _Normal_ST.xy + _Normal_ST.zw;
        float3 tex2DNode76 = UnpackNormal(tex2D(_Normal, uv_Normal));
        o.Normal = tex2DNode76;
        float4 _GroundColor_Instance = UNITY_ACCESS_INSTANCED_PROP(_GroundColor);
        float4 _UpperColor_Instance = UNITY_ACCESS_INSTANCED_PROP(_UpperColor);
        float3 ase_vertex3Pos = mul(unity_WorldToObject, float4(i.worldPos , 1));
        float clampResult55 = clamp(saturate(((ase_vertex3Pos.y + _MainValue) / _Soften)) , _Brightness , 1.0);
        float4 lerpResult61 = lerp(_GroundColor_Instance , _UpperColor_Instance , clampResult55);
        o.Albedo = lerpResult61.rgb;
        float3 normalizeResult72 = normalize(i.viewDir);
        float dotResult70 = dot(tex2DNode76 , normalizeResult72);
        o.Emission = (pow((1.0 - saturate(dotResult70)) , _Emission) * _EmissionColor).rgb;
        o.Alpha = 1;
    }

    ENDCG
        CGPROGRAM
#pragma surface surf Standard 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_GLES3 || SHADER_API_METAL || SHADER_API_VULKAN )
#define CAN_SKIP_VPOS
#endif
#include "UnityCG.cginc"
#include "Lighting.cginc"
#include "UnityPBSLighting.cginc"
        sampler3D _DitherMaskLOD;
    struct v2f
    {
        V2F_SHADOW_CASTER;
        float3 worldPos : TEXCOORD6;
        float4 tSpace0 : TEXCOORD1;
        float4 tSpace1 : TEXCOORD2;
        float4 tSpace2 : TEXCOORD3;
        float4 texcoords01 : TEXCOORD4;
        UNITY_VERTEX_INPUT_INSTANCE_ID
    };
    v2f vert(appdata_full v)
    {
        v2f o;
        UNITY_SETUP_INSTANCE_ID(v);
        UNITY_INITIALIZE_OUTPUT(v2f, o);
        UNITY_TRANSFER_INSTANCE_ID(v, o);
        float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
        half3 worldNormal = UnityObjectToWorldNormal(v.normal);
        fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);
        fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;
        fixed3 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.texcoords01 = float4(v.texcoord.xy, v.texcoord1.xy);
        o.worldPos = worldPos;
        TRANSFER_SHADOW_CASTER_NORMALOFFSET(o)
            return o;
    }
    fixed4 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.xy = IN.texcoords01.xy;
    float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);
    fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));
    surfIN.viewDir = IN.tSpace0.xyz * worldViewDir.x + IN.tSpace1.xyz * worldViewDir.y + IN.tSpace2.xyz * worldViewDir.z;
    surfIN.worldPos = worldPos;
    surfIN.internalSurfaceTtoW0 = IN.tSpace0.xyz;
    surfIN.internalSurfaceTtoW1 = IN.tSpace1.xyz;
    surfIN.internalSurfaceTtoW2 = IN.tSpace2.xyz;
    SurfaceOutputStandard o;
    UNITY_INITIALIZE_OUTPUT(SurfaceOutputStandard, 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/kitok/article/details/78605461