Shader "Unlit/EffectLiu"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_FlashTex("FlashTex", 2D) = "black" {}
_FlashColor("FlashColor",Color) = (1,1,1,1)
_FlashFactor("FlashFactor", Vector) = (0, 1, 0.5, 0.5)
_FlashStrength("FlashStrength", Range(0, 5)) = 1
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float3 normal : NORMAL;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
float3 worldNormal:NORMAL;
float3 worldLight:TEXCOORD1;
float3 worldPos:TEXCOORD2;
};
sampler2D _MainTex;
float4 _MainTex_ST;
sampler2D _FlashTex;
float4 _FlashColor;
//改为一个vector4,减少传参次数消耗
float4 _FlashFactor;
float _FlashStrength;
v2f vert(appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
o.worldPos = mul(unity_ObjectToWorld,v.vertex);
o.worldNormal = UnityObjectToWorldNormal(v.normal);
o.worldLight = UnityObjectToWorldDir(_WorldSpaceLightPos0.xyz);
return o;
}
fixed4 frag(v2f i) : SV_Target
{
float3 normal = normalize(i.worldNormal);
float3 light = normalize(i.worldLight);
float diff = max(0,dot(normal,light));
// sample the texture
fixed4 albedo = tex2D(_MainTex, i.uv);
half2 flashuv = i.worldPos.xy * _FlashFactor.zw + _FlashFactor.xy * _Time.y;
fixed4 flash = tex2D(_FlashTex, flashuv) * _FlashColor * _FlashStrength;
fixed4 c;
//将flash图与原图叠加
c.rgb = diff * albedo + flash.rgb;
c.a = 1;
return c;
}
ENDCG
}
}
}