【UnityShader自學日誌】星球大氣效果
阿新 • • 發佈:2018-12-11
1、建立一個“Planet”著色器
2、在Properties程式碼塊中刪除_Metallic和_Glossiness所在的兩行,在surf函式中刪除Glossiness和Metallic所在的兩行(因為大氣著色器不需要金屬光澤和平滑度兩個材質屬性)
3、為大氣著色器新增厚度、顏色和不透明度三個屬性
在Properties程式碼塊中新增下面兩行
_Thickness ("Thickness", Range(-1, 1)) = 0.5 //指定星球大氣層的厚度 _AtomsColor ("Atomsphere Color", Color) = (1, 1, 1, 1) //指定大氣層的顏色
4、新增第二遍渲染程式碼
Cull Front CGPROGRAM #pragma surface surf Standard fullforwardshadows alpha vertex:vert struct Input { float2 uv_MainTex; }; //新增大氣層厚度 float _Thickness; void vert(inout appdata_full v) { v.vertex.xyz += v.normal * _Thickness; } fixed4 _AtomsColor; //著色器大氣顏色_AtomsColor的值作為反光值輸出 void surf(Input IN, inout SurfaceOutputStandard o) { o.Albedo = _AtomsColor.rgb; o.Alpha = _AtomsColor.a; } ENDCG
完整程式碼如下
Shader "PACKT/Planet_falloff" { Properties { _Color ("Color", Color) = (1,1,1,1) _MainTex ("Albedo (RGB)", 2D) = "white" {} _Thickness ("Thickness", Range(-1, 1)) = 0.5 //指定星球大氣層的厚度 _AtomsColor ("Atomsphere Color", Color) = (1, 1, 1, 1) //指定大氣層的顏色 } SubShader { Tags { "RenderType"="Opaque" } LOD 200 CGPROGRAM // Physically based Standard lighting model, and enable shadows on all light types #pragma surface surf Standard fullforwardshadows // Use shader model 3.0 target, to get nicer looking lighting #pragma target 3.0 sampler2D _MainTex; struct Input { float2 uv_MainTex; }; fixed4 _Color; void surf (Input IN, inout SurfaceOutputStandard o) { // Albedo comes from a texture tinted by color fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color; o.Albedo = c.rgb; o.Alpha = c.a; } ENDCG Cull Front CGPROGRAM #pragma surface surf Standard fullforwardshadows alpha vertex:vert struct Input { float2 uv_MainTex; }; float _Thickness; void vert(inout appdata_full v) { v.vertex.xyz += v.normal * _Thickness; } fixed4 _AtomsColor; void surf(Input IN, inout SurfaceOutputStandard o) { o.Albedo = _AtomsColor.rgb; o.Alpha = _AtomsColor.a; } ENDCG } FallBack "Diffuse" }