Unity3DShader实现动态星空的方法-创新互联
这篇文章主要讲解了Unity3D Shader实现动态星空的方法,内容清晰明了,对此有兴趣的小伙伴可以学习一下,相信大家阅读完之后会有帮助。
创新互联长期为成百上千家客户提供的网站建设服务,团队从业经验10年,关注不同地域、不同群体,并针对不同对象提供差异化的产品和服务;打造开放共赢平台,与合作伙伴共同营造健康的互联网生态环境。为泰和企业提供专业的成都做网站、网站制作,泰和网站改版等技术服务。拥有10多年丰富建站经验和众多成功案例,为您定制开发。Shader "Unlit/Test" { Properties { [Gamma][Header(CubeMap)]_MainColor("MainColor",COLOR)=(0.5,0.5,0.5,1) _Spec("Spec",Range(1,8))=1 [NoScaleOffset]_Tex("CubeMap",CUBE)="black"{} [Header(Rotation)][Toggle(_ENABLEROTATION_ON)]_EnableRotation("Enable Rotation",Float)=0 [IntRange]_Rotation("Rotation",Range(0,360))=0 _RotationSpeed("RotationSpeed",float)=1 [Header(Fog)][Toggle(_ENABLEFOG_ON)]_EnableFog("Enable Fog",float)=0 _FogHeight("FogHeight",Range(0,1))=1 _FogSmooth("FogSmooth",Range(0.01,1))=0.01 _FogHill("FogHill",Range(0,1))=0.5 } SubShader { Tags { "RenderType"="Background" "Queue"="Background" "IgnoreProjector"="True" "ForceNoShadowCasting"="True"} LOD 100 Cull Off ZWrite Off CGPROGRAM #include "UnityShaderVariables.cginc" #include "UnityCG.cginc" #pragma target 3.0 #pragma shader_feature _ENABLEROTATION_ON #pragma shader_feature _ENABLEFOG_ON #pragma surface surf Lint keepalpha noshadow noambient novertexlights nolightmap nodynlightmap nodirlightmap nofog nometa noforwardadd vertex:vertexRo struct Input { float3 worldPos; float3 vertextofrag; }; uniform float4 _MainColor; uniform float _Spec; uniform samplerCUBE _Tex; uniform half _Rotation; uniform half _RotationSpeed; uniform half _FogHeight; uniform half _FogSmooth; uniform half _FogHill; uniform half4 _Tex_HDR; half3 decode_HDR(half4 data) { return DecodeHDR(data,_Tex_HDR); } void vertexRo(inout appdata_full v,out Input o) { UNITY_INITIALIZE_OUTPUT(Input,o); float3 _worldPos=mul(unity_ObjectToWorld,v.vertex); float _lerpResult=lerp(1.0,(unity_OrthoParams.y/unity_OrthoParams.x),unity_OrthoParams.w); float3 _append=float3(_worldPos.x,_worldPos.y*_lerpResult,_worldPos.z); float3 _nor_append=normalize(_append); float _timeMove=_Time.y; float3 _timeMove1=float3(cos(radians(_Rotation+_timeMove*_RotationSpeed)),0,sin(radians(_Rotation+_timeMove*_RotationSpeed))*-1); float3 _timeMove2=float3(0,_lerpResult,0); float3 _timeMove3=float3(sin(radians(_Rotation+_timeMove*_RotationSpeed)),0,cos(radians(_Rotation+_timeMove*_RotationSpeed))); float3 _nor_worldPos=normalize(_worldPos); #ifdef _ENABLEROTATION_ON o.vertextofrag=mul(float3x3(_timeMove1,_timeMove2,_timeMove3),_nor_worldPos); #else o.vertextofrag=_nor_append; #endif } fixed4 LightingLint(SurfaceOutput s,float3 lightDir,float atten) { return fixed4(0,0,0,s.Alpha); } void surf(Input i,inout SurfaceOutput o) { half4 CUBEdata=texCUBE(_Tex,i.vertextofrag); half3 CUBEdataHDR=decode_HDR(CUBEdata); float4 CUBEColor=(float4(CUBEdataHDR,0))*_MainColor*_Spec*unity_ColorSpaceDouble; float3 _nor_worldPos=normalize(i.worldPos); float _lerpFog=lerp(saturate(pow(_nor_worldPos.y/_FogHeight,1-_FogSmooth)),0,_FogHill); float4 FinalColor=lerp(unity_FogColor,CUBEColor,_lerpFog); #ifdef _ENABLEFOG_ON o.Emission=FinalColor.rgb; #else o.Emission=CUBEColor.rgb; #endif o.Alpha=1; } ENDCG } }
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