fix:风机初始化代码提交
This commit is contained in:
@@ -0,0 +1,76 @@
|
||||
Shader "Hidden/EnviroApplyShadows"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
//_MainTex ("Texture", any) = "white" {}
|
||||
//_CloudsTex ("Texture", any) = "white" {}
|
||||
}
|
||||
SubShader
|
||||
{
|
||||
// No culling or depth
|
||||
Cull Off ZWrite Off ZTest Always
|
||||
|
||||
Pass
|
||||
{
|
||||
CGPROGRAM
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
#pragma multi_compile __ ENVIROURP
|
||||
|
||||
#include "UnityCG.cginc"
|
||||
|
||||
struct appdata
|
||||
{
|
||||
float4 vertex : POSITION;
|
||||
float2 uv : TEXCOORD0;
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
};
|
||||
|
||||
struct v2f
|
||||
{
|
||||
float2 uv : TEXCOORD0;
|
||||
float4 vertex : SV_POSITION;
|
||||
UNITY_VERTEX_OUTPUT_STEREO
|
||||
};
|
||||
|
||||
v2f vert (appdata v)
|
||||
{
|
||||
v2f o;
|
||||
UNITY_SETUP_INSTANCE_ID(v);
|
||||
UNITY_INITIALIZE_OUTPUT(v2f, o);
|
||||
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
||||
|
||||
#if defined(ENVIROURP)
|
||||
o.vertex = float4(v.vertex.xyz,1.0);
|
||||
#if UNITY_UV_STARTS_AT_TOP
|
||||
o.vertex.y *= -1;
|
||||
#endif
|
||||
#else
|
||||
o.vertex = UnityObjectToClipPos(v.vertex);
|
||||
#endif
|
||||
o.uv = v.uv;
|
||||
return o;
|
||||
}
|
||||
|
||||
float _Intensity;
|
||||
|
||||
UNITY_DECLARE_SCREENSPACE_TEXTURE(_MainTex);
|
||||
UNITY_DECLARE_SCREENSPACE_TEXTURE(_CloudsTex);
|
||||
|
||||
|
||||
float4 frag (v2f i) : SV_Target
|
||||
{
|
||||
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
|
||||
|
||||
float4 sceneColor = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_MainTex,i.uv);
|
||||
float4 cloudTex = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_CloudsTex,i.uv);
|
||||
float shadowsClouds = saturate(1-(cloudTex.b * _Intensity));
|
||||
// shadowsClouds = shadowsClouds * ;
|
||||
|
||||
float4 final = float4(sceneColor.rgb * shadowsClouds, sceneColor.a);
|
||||
return final;
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user