[Unity3D]Shader程式設計之掃描顯示2
阿新 • • 發佈:2019-01-05
上一篇使用的方式是對UV進行剪裁,如果用於模型的話,會出現一些問題。本片使用的方式是對模型進行模型空間的剪裁,可設定剪裁方向。效果如下:
設定介面如下:
mode用於設定剪裁方向。
clip用於設定剪裁值。
shader實現如下:
Shader "XM/ScanEffect2"
{
Properties {
_Color ("Color", Color) = (1,1,1,1)
_MainTex ("Albedo (RGB)", 2D) = "white" {}
_Glossiness ("Smoothness", Range(0 ,1)) = 0.5
_Metallic ("Metallic", Range(0,1)) = 0.0
_Clip("Clip", float) = 0
[KeywordEnum(None, Left, Up, Forward)]_Mode("Mode", Float) = 0
}
SubShader {
Tags { "RenderType"="Opaque" }
LOD 200
CGPROGRAM
// Physically based Standard lighting model, and enable shadows on all light types
#pragma surface surf Standard fullforwardshadows vertex:vert
// Use shader model 3.0 target, to get nicer looking lighting
#pragma target 3.0
sampler2D _MainTex;
struct Input {
float2 uv_MainTex;
float4 localPos;
};
half _Glossiness;
half _Metallic;
fixed4 _Color;
float _Clip;
float _Mode;
void vert(inout appdata_full i, out Input o)
{
UNITY_INITIALIZE_OUTPUT(Input, o);
o.localPos = i.vertex;
}
void surf (Input i, inout SurfaceOutputStandard o) {
if(i.localPos.x >= _Clip && _Mode == 1 || i.localPos.y >= _Clip && _Mode == 2|| i.localPos.z >= _Clip && _Mode == 3)
{
clip(-1);
}
// Albedo comes from a texture tinted by color
fixed4 c = tex2D (_MainTex, i.uv_MainTex) * _Color;
o.Albedo = c.rgb;
// Metallic and smoothness come from slider variables
o.Metallic = _Metallic;
o.Smoothness = _Glossiness;
o.Alpha = c.a;
}
ENDCG
}
FallBack "Diffuse"
}