今天分享幾個(gè)科幻風(fēng)格的shader
Shader "Character/Hologram" {
Properties {
_MainTex ("Texture", 2D) = "white" {}
_BumpMap ("Bumpmap", 2D) = "bump" {}
_RimColor ("Rim Color", Color) = (0.26,0.7,1.0,0.0)
_RimPower ("Rim Power", Range(0.1,8.0)) = 3.0
_ClipPower("Clip Power", Range(0.0,301.0)) = 200.0
_Brightness ("Brightness",Range(0.0,3.0)) = 1.5
_DiffuseAmount("Diffuse Amount", Range(0.0,1.0)) = 0.0
}
SubShader {
Tags { "RenderType" = "Transparent" "Queue"="Transparent" "IgnoreProjector"="True"}
// extra pass that renders to depth buffer only
Pass {
ZWrite On
ColorMask 0
}
CGPROGRAM
#pragma surface surf Lambert alpha noambient nolightmap nodirlightmap novertexlights
struct Input {
float2 uv_MainTex;
float2 uv_BumpMap;
float3 viewDir;
float3 worldPos;
float4 screenPos;
};
sampler2D _MainTex;
sampler2D _BumpMap;
float4 _RimColor;
float _RimPower;
float _ClipPower;
float _Brightness;
float _DiffuseAmount;
void surf (Input IN, inout SurfaceOutput o) {
float2 screenUV = IN.screenPos.xy / IN.screenPos.w;
if (_ClipPower <= 300.0f)
clip (frac(screenUV.y * _ClipPower) - 0.5);
half4 basecol = tex2D (_MainTex, IN.uv_MainTex);
half3 graycol = dot(basecol.rgb,float3(0.3,0.59,0.11));
o.Albedo = basecol;//lerp(graycol,basecol,_DiffuseAmount);
o.Normal = UnpackNormal (tex2D (_BumpMap, IN.uv_BumpMap));
half rim = 1.0 - saturate(dot (normalize(IN.viewDir), o.Normal));
o.Emission = lerp(_RimColor.rgb * pow (rim, _RimPower) * _Brightness,basecol,_DiffuseAmount);
o.Alpha = o.Emission;
}
ENDCG
}
Fallback "Diffuse"
}
透明的
Shader "Character/Ghost Shader" {
Properties {
_MainTex ("Texture", 2D) = "white" {}
_BumpMap ("Bumpmap", 2D) = "bump" {}
_RimColor ("Rim Color", Color) = (0.46,0.0,1.0,0.0)
_RimPower ("Rim Power", Range(0.2,2.0)) = 0.5
_Brightness ("Brightness",Range(0.0,3.0)) = 1.0
}
SubShader {
Tags { "RenderType" = "Transparent" "Queue"="Transparent" "IgnoreProjector"="True"}
// extra pass that renders to depth buffer only
Pass {
ZWrite On
ColorMask 0
}
CGPROGRAM
#pragma surface surf Lambert alpha noambient nolightmap nodirlightmap novertexlights
struct Input {
float2 uv_MainTex;
float2 uv_BumpMap;
float3 viewDir;
};
sampler2D _MainTex;
sampler2D _BumpMap;
float4 _RimColor;
float _RimPower;
float _Brightness;
void surf (Input IN, inout SurfaceOutput o) {
half4 basecol = tex2D (_MainTex, IN.uv_MainTex);
half3 graycol = dot(basecol.rgb,float3(0.3,0.59,0.11));
o.Albedo = graycol;
o.Normal = UnpackNormal (tex2D (_BumpMap, IN.uv_BumpMap));
half rim = 1.0 - saturate(dot (normalize(IN.viewDir), o.Normal));
o.Emission = _RimColor.rgb * pow (rim, _RimPower) * _Brightness;
o.Alpha = (o.Emission.r+o.Emission.g+o.Emission.b) / 3.0;
}
ENDCG
}
Fallback "Diffuse"
}
溶解
Shader "Character/Disintegrate Bumped Diffuse" {
Properties {
_MainTex ("Texture (RGB)", 2D) = "white" {}
_BumpMap ("Texture (RGB)", 2D) = "bump" {}
_NoiseTex ("Effect Map (RGB)", 2D) = "white" {}
_DisintegrateAmount ("Effect Amount", Range(0.0, 1.01)) = 0.0
_DissolveColor("Edge Color", Color) = (1.0,0.5,0.2,0.0)
_EdgeEmission ("Edge Emission", Color) = (0,0,0,0)
_DissolveEdge("Edge Range",Range(0.0,0.1)) = 0.01
_TileFactor ("Tile Factor", Range(0.0,4.0)) = 1.0
}
SubShader {
Tags { "RenderType" = "Opaque" }
CGPROGRAM
#pragma target 3.0
#pragma surface surf Lambert addshadow nolightmap
struct Input {
float2 uv_MainTex;
float2 uv_BumpMap;
};
sampler2D _MainTex;
sampler2D _BumpMap;
sampler2D _NoiseTex;
float _DisintegrateAmount;
float4 _DissolveColor;
float _DissolveEdge;
float _TileFactor;
float4 _EdgeEmission;
void surf (Input IN, inout SurfaceOutput o)
{
float clipval = tex2D (_NoiseTex, IN.uv_MainTex * _TileFactor).rgb - _DisintegrateAmount;
clip(clipval);
if (clipval < _DissolveEdge && _DisintegrateAmount > 0)
{
o.Emission = _EdgeEmission;
o.Albedo = _DissolveColor;
}
else
{
o.Albedo = tex2D (_MainTex, IN.uv_MainTex).rgb;
}
float4 nrm = tex2D (_BumpMap,IN.uv_BumpMap);
o.Normal = UnpackNormal(nrm);
}
ENDCG
}
Fallback "Disintegrate"
}
石化效果
Shader "Character/StatueBmp" {
Properties {
_Color ("Main Color", Color) = (1,1,1,1)
_MainTex("Diffuse (RGB)", 2D) = "white" {}
_GrungeTex ("Grunge (RGB)", 2D) = "white" {}
_BumpMap ("Bump (RGB) Illumin (A)", 2D) = "bump" {}
_BaseTex ("Base (RGB)", 2D) = "white" {}
_Scale("Scale", Float) = 1
_Tighten("Tighten",Range(0.1,0.45))=0.3
_DiffuseAmount("Diffuse Amount", Range(0,1)) = 0.2
_GrungeAmount("Grunge Amount", Range(0,2)) = 1
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 200
CGPROGRAM
#pragma debug
#pragma surface surf Lambert nolightmap
#pragma target 3.0
sampler2D _MainTex;
sampler2D _GrungeTex;
sampler2D _BumpMap;
sampler2D _BaseTex;
fixed4 _Color;
fixed _GrungeAmount;
fixed _DiffuseAmount;
half _Scale;
half _Tighten;
struct Input
{
float2 uv_MainTex;
float2 uv_BumpMap;
half3 worldPos;
fixed3 worldNormal; INTERNAL_DATA
};
void surf (Input IN, inout SurfaceOutput o)
{
// tighten the blending zone
float4 nrm = tex2D (_BumpMap,IN.uv_BumpMap);
o.Normal = UnpackNormal(nrm);
float3 realNormal = WorldNormalVector(IN,o.Normal);
float3 blend_weights = abs(realNormal)- _Tighten;
blend_weights = max(blend_weights, 0);
blend_weights /= (blend_weights.x + blend_weights.y + blend_weights.z).xxx;
float4 d = tex2D(_MainTex, IN.uv_MainTex);
float4 grunge = tex2D(_GrungeTex, IN.worldPos.xz/_Scale);
float4 cy = lerp(tex2D(_BaseTex, IN.worldPos.xz/_Scale),grunge,_GrungeAmount);
float4 cz = tex2D(_BaseTex, IN.worldPos.xy/_Scale);
float4 cx = tex2D(_BaseTex, IN.worldPos.zy/_Scale);
float4 result = cx.xyzw * blend_weights.xxxx +
cy.xyzw * blend_weights.yyyy +
cz.xyzw * blend_weights.zzzz;
result = lerp(result,d,_DiffuseAmount);
o.Albedo = result.rgb * _Color.rgb;
o.Alpha = result.a * _Color.a;
}
ENDCG
}
Fallback "VertexLit"
}
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