unity-shader-example-unlitArmor

buildin效果图

urp效果图

UnlitArmor.shader

UnlitArmor.shader
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Shader "HHF/Example/UnlitArmor"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}

[Header(Light)]
_LightTex("LightTex",2D) = "white" {}
_LightColor ("LightColor",color) = (1,1,1,1)
_LightFactor("SpeedX(x) SpeedY(y) OffsetY(z) Intensity(w)", vector) = (0.1, 0.1, 0, 1)
[Toggle]_LightToggle("Light Toggle",int) = 0
}

SubShader
{
Tags
{
"RenderPipeline"="UniversalPipeline"
"RenderType"="Opaque"
}

Pass
{
HLSLPROGRAM
#pragma prefer_hlslcc gles
#pragma exclude_renderers d3d11_9x
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile _ _LIGHTTOGGLE_ON

#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"

struct appdata
{
float4 vertex : POSITION;
float4 uv : TEXCOORD0;
};

struct v2f
{
float4 uv : TEXCOORD0;
float4 positionCS : SV_POSITION;
float4 objPos:TEXCOORD1;
};

CBUFFER_START(UnityPerMaterial)
float4 _MainTex_ST;
float4 _LightTex_ST;
half4 _LightColor;
half4 _LightFactor;
CBUFFER_END

TEXTURE2D (_MainTex);SAMPLER(sampler_MainTex);
TEXTURE2D (_LightTex);SAMPLER(sampler_LightTex);


v2f vert(appdata v)
{
v2f o = (v2f)0;
o.objPos = v.vertex;
o.positionCS = TransformObjectToHClip(v.vertex.xyz);
o.uv.xy = TRANSFORM_TEX(v.uv, _MainTex);
o.uv.zw = TRANSFORM_TEX(v.uv.xy, _LightTex) + float2(_LightFactor.x, _LightFactor.y) * _Time.y;;

return o;
}

half4 frag(v2f i) : SV_TARGET
{
half4 c = 0;

half4 mainTex = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.uv.xy);
c = mainTex;

#if _LIGHTTOGGLE_ON
half fade = max(0, 1 - saturate(i.objPos.y - _LightFactor.z)) * _LightFactor.w;
half4 lightTex = SAMPLE_TEXTURE2D(_LightTex, sampler_LightTex, i.uv.zw);
c += (lightTex * fade + fade) * _LightColor ;
#endif

return c;
}

ENDHLSL
}
}

SubShader
{
Tags { "RenderType"="Opaque"}

Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile _ _LIGHTTOGGLE_ON
#include "UnityCG.cginc"
#include "AutoLight.cginc"
#include "Lighting.cginc"

struct appdata
{
float4 vertex : POSITION;
float4 uv : TEXCOORD0;
};

struct v2f
{
float4 uv : TEXCOORD0;
float4 positionCS : SV_POSITION;
float4 objPos:TEXCOORD1;
};

sampler2D _MainTex;float4 _MainTex_ST;
sampler2D _LightTex;float4 _LightTex_ST;
half4 _LightColor;
half4 _LightFactor;

v2f vert (appdata v)
{
v2f o = (v2f)0;
o.objPos = v.vertex;
o.positionCS = UnityObjectToClipPos(v.vertex);
o.uv.xy = TRANSFORM_TEX(v.uv.xy, _MainTex);
o.uv.zw = TRANSFORM_TEX(v.uv.xy, _LightTex) + float2(_LightFactor.x, _LightFactor.y) * _Time.y;;

return o;
}

half4 frag (v2f i) : SV_Target
{
half4 c = 0;

half4 mainTex = tex2D(_MainTex, i.uv.xy);
c = mainTex;

#if _LIGHTTOGGLE_ON
half fade = max(0, 1 - saturate(i.objPos.y - _LightFactor.z)) * _LightFactor.w;
half4 lightTex = tex2D(_LightTex, i.uv.zw);
c += (lightTex * fade + fade) * _LightColor ;
#endif

return c;
}
ENDCG
}
}
}