fix:代码提初始化
This commit is contained in:
@@ -0,0 +1,86 @@
|
||||
Shader "Enviro3/Lightning" {
|
||||
Properties {
|
||||
_MainTex ("Texture", 2D) = "white" {}
|
||||
_TintColor ("Tint Color", Color) = (0.5,0.5,0.5,0.5)
|
||||
_BrightnessMod("Brightness Mod ", float) = 250
|
||||
_Brightness("Brightness ", float) = 250
|
||||
|
||||
}
|
||||
|
||||
Category {
|
||||
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" }
|
||||
Blend One One
|
||||
ColorMask RGBA
|
||||
Cull Off Lighting Off ZWrite Off
|
||||
|
||||
SubShader {
|
||||
Pass {
|
||||
|
||||
CGPROGRAM
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
#pragma target 3.0
|
||||
#pragma multi_compile_particles
|
||||
#pragma multi_compile_fog
|
||||
#pragma exclude_renderers gles
|
||||
#include "UnityCG.cginc"
|
||||
#include "../Includes/FogInclude.cginc"
|
||||
|
||||
sampler2D _MainTex;
|
||||
float4 _TintColor;
|
||||
|
||||
float _Brightness = 1;
|
||||
float _BrightnessMod = 1;
|
||||
|
||||
struct appdata_t
|
||||
{
|
||||
float4 vertex : POSITION;
|
||||
float2 texcoord : TEXCOORD0;
|
||||
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
};
|
||||
|
||||
struct v2f {
|
||||
float4 vertex : SV_POSITION;
|
||||
float2 texcoord : TEXCOORD0;
|
||||
float4 wpos : TEXCOORD1;
|
||||
float4 screenPos : TEXCOORD2;
|
||||
UNITY_VERTEX_OUTPUT_STEREO
|
||||
};
|
||||
|
||||
float4 _MainTex_ST;
|
||||
|
||||
v2f vert (appdata_t v)
|
||||
{
|
||||
v2f o;
|
||||
UNITY_SETUP_INSTANCE_ID(v);
|
||||
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
||||
o.vertex = UnityObjectToClipPos(v.vertex);
|
||||
o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex);
|
||||
float3 viewVector = mul(unity_CameraInvProjection, float4(v.texcoord.xy * 5 - 1, 0, 1));
|
||||
o.wpos = mul(unity_CameraToWorld, float4(viewVector, 0));
|
||||
o.screenPos = ComputeScreenPos(v.vertex);
|
||||
return o;
|
||||
}
|
||||
|
||||
|
||||
float4 frag (v2f i) : SV_Target
|
||||
{
|
||||
float3 worldPos = i.wpos.xyz;
|
||||
float2 screenPos = (i.screenPos.xy/i.screenPos.w);
|
||||
float depth = i.screenPos.w;
|
||||
|
||||
|
||||
float4 col = tex2D(_MainTex, i.texcoord) * _TintColor;
|
||||
col.rgb *= _Brightness * _BrightnessMod;
|
||||
|
||||
//col.rgb = ApplyFogAndVolumetricLights(col.rgb,screenPos,worldPos,depth);
|
||||
col.rgb *= col.a;
|
||||
return col;
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
}
|
||||
Fallback "Legacy Shaders/Transparent/Diffuse"
|
||||
}
|
||||
Reference in New Issue
Block a user