UNITY_FOG_COORDS(1) float4 vertex : SV_POSITION; }; sampler2D _MainTex; float4 _MainTex_ST; fixed _GrayEffect; v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = TRANSFORM_TEX(v.uv, _MainTex); UNITY_TRANSFER_FOG(o,o.vertex); return o; } fix...
UNITY_FOG_COORDS(1) float4 vertex : SV_POSITION; }; sampler2D _MainTex; fixed4 _AoColor; v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); //获取第一套UV o.uv.xy = v.uv; //获取第二套UV o.uv.zw = v.uv1; UNITY_TRANSFER_FOG(o,o.vertex); retu...
UNITY_FOG_COORDS(1) float4 vertex : SV_POSITION; }; sampler2D _MainTex; float4 _MainTex_ST; float4 _Color; v2f vert (appdata v) { v2f o; o.vertex=UnityObjectToClipPos(v.vertex); o.uv = TRANSFORM_TEX(v.uv, _MainTex); UNITY_TRANSFER_FOG(o,o.vertex); return o; } fixed4 f...
#include "UnityCG.cginc" structappdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; float4 ase_texcoord1 : TEXCOORD1; float4 ase_texcoord2 : TEXCOORD2; float4 ase_texcoord3 : TEXCOORD3; }; structv2f { float2 uv : TEXCOORD0; UNITY_FOG_COORDS(1) float4 vertex : SV_POSITION;...
UNITY_FOG_COORDS(0) }; sampler2D _MainTex; float4 _MainTex_ST; fixed4 _OutlineColor; float _OutlineWidth; v2f vert(a2v v) { v2f o; o.pos = UnityObjectToClipPos(v.vertex); float3 viewNormal = mul((float3x3)UNITY_MATRIX_IT_MV, v.normal); ...
UNITY_FOG_COORDS(1) float4 vertex : SV_POSITION; }; sampler2D _MainTex; float4 _MainTex_ST; sampler2D _GrabTexture; sampler2D _BackDepthTex; float4 _AttenuationC; float4 _Color; float_Shininess; float_ScatteringFactor; float_Wrap;
UNITY_FOG_COORDS(1) float4 vertex : SV_POSITION; float4 color:COLOR; }; sampler2D _MainTex; float4 _MainTex_ST; float3 hsv2rgb(float3 c) { float4 K = float4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0); float3 p =abs(frac(c.xxx + K.xyz) * 6.0 - K.www); ...
Fog实现的内部原理 为了充分了解雾效算法,我们现在在小苹果现有的shader里添加雾效算法的实现。 首先,我们需要在Properties块中添加雾效的几个设置参数: Properties { _MainTex ("Base (RGB)", 2D) = "white" {} _Ramp ("Ramp Texture", 2D) = "white" {} ...
在顶点着色器输出结构中增加UNITY_FOG_COORDS(1),这里的数字1表示的是使用TEXCOORD1,如果TEXCOORD1已经被占用,使用0234等其他未被占用的也可以。 structv2f{float2 uv:TEXCOORD0;float4 vertex:SV_POSITION;UNITY_FOG_COORDS(1)}; 在顶点Shader中使用UNITY_TRANSFER_FOG(o,o.vertex);获得o.fogCoord传输到片元着...
#pragma multi_compile_fog #include "UnityCG.cginc" struct vertexInput { float4 vertex : POSITION; float4 texcoord0 : TEXCOORD0; }; struct fragmentInput{ float4 position : SV_POSITION; float4 texcoord0 : TEXCOORD0; //用于传递雾量,数字应为自由纹理坐标值。 UNITY_FOG_COORDS(1) }; fragment...