Shader "Custom/PipeShaderTwoPass" { Properties { _MoveTex("MoveTexture", 2D) = "white" {} _PipeTex("PipeTexture", 2D) = "white" {} _Color("Color",Color) = (1,1,1,0) [HDR]_MoveColor("MoveColor",Color) = (1,1,1,0) _CutVector("CutVector",Vector) = (0, 1, 0, 0) _CutCenter("CutCenter",Vector) = (0, 1, 0, 0) [Enum(Off,0,On,1)]_isCut("isCut",int) = 1 [Enum(Off,0,On,1)]_isFront("isFront",int) = 1 [Enum(Off,0,On,1)]_isMove("isMove",int) = 1 _Alpha("Alpha",Range(0.85, 1.0)) = 1 _Speed("Speed",Range(1, 3)) = 0.1 _Metallic("Metallic", Range(0.0, 1.0)) = 0.5 _Smoothness("Smoothness", Range(1.0, 2.0)) = 0.5 _R("R",Range(0,1)) = 1 } SubShader { Pass { Tags { "RenderType" = "Opaque" } LOD 100 ZWrite On Cull Off //关闭剔除 CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" sampler2D _MoveTex; float4 _MoveTex_ST; float4 _CutCenter; float4 _CutVector; float4 _MoveColor; int _isCut; int _isFront; int _isMove; float _Speed; float _R; struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; float3 normal : NORMAL; }; struct v2f { float2 uv : TEXCOORD0; float4 vertex : SV_POSITION; float3 worldPos : TEXCOORD1; }; v2f vert(appdata v) { v2f o; o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz; o.vertex = UnityObjectToClipPos(v.vertex - (v.normal * _R)); o.uv = TRANSFORM_TEX(v.uv, _MoveTex); return o; } fixed4 frag(v2f i) : SV_Target { float2 uv = i.uv; if (_isFront) { uv = float2(i.uv.x, -i.uv.y); } fixed4 col = tex2D(_MoveTex, uv - float2(0, _isMove * _Speed * _Time.y)); if (_isCut == 1) { float3 cutVector = normalize(_CutVector.xyz);//切割向量 float3 targetVer = i.worldPos - _CutCenter;//切割原点到模型点上的向量 float angel = -dot(cutVector, normalize(targetVer));//切割向量和targetVer点乘,正则同方向,父则反方向 clip(angel);//反方向剔除 } clip(col.x - 0.1); return col* _MoveColor; } ENDCG } Pass { Tags { "RenderType" = "Opaque" "IgnoreProjector" = "True" "Queue" = "Geometry" } LOD 100 ZWrite On Cull Off //关闭剔除 Blend SrcAlpha OneMinusSrcAlpha CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" #include "UnityLightingCommon.cginc" // 对于 _LightColor0 struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; float3 normal : NORMAL; }; struct v2f { float2 uv : TEXCOORD0; float4 vertex : SV_POSITION; float3 worldPos : TEXCOORD1; half3 worldNormal : TEXCOORD2; fixed4 diff : COLOR0; // 漫射光照颜色 }; sampler2D _PipeTex; float4 _PipeTex_ST; float4 _CutCenter; float4 _CutVector; int _isCut; fixed _Verical; float _Alpha; float4 _Color; float _Metallic; float _Smoothness; v2f vert(appdata v) { v2f o; o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = TRANSFORM_TEX(v.uv, _PipeTex); o.worldNormal = UnityObjectToWorldNormal(v.normal); half nl = max(0, dot(o.worldNormal, _WorldSpaceLightPos0.xyz) * 0.5 + 0.5); o.diff = nl * _LightColor0; o.diff.rgb += ShadeSH9(half4(o.worldNormal, 1)); return o; } fixed4 frag(v2f i) : SV_Target { float2 uv = i.uv; fixed4 col = tex2D(_PipeTex, uv); if (_isCut == 1) { float3 cutVector = normalize(_CutVector.xyz);//切割向量 float3 targetVer = i.worldPos - _CutCenter;//切割原点到模型点上的向量 float angel = -dot(cutVector, normalize(targetVer));//切割向量和targetVer点乘,正则同方向,父则反方向 clip(angel);//反方向剔除 } // 计算视图方向和反射矢量 // 此处为每像素计算 half3 worldViewDir = normalize(UnityWorldSpaceViewDir(i.worldPos)); half3 worldRefl = reflect(-worldViewDir, i.worldNormal); // 与在先前的着色器中相同 half4 skyData = UNITY_SAMPLE_TEXCUBE(unity_SpecCube0, worldRefl); half3 skyColor = DecodeHDR(skyData, unity_SpecCube0_HDR); fixed4 c = 0; c.rgb = skyColor * _Metallic; half4 endColor; endColor = fixed4(((_Color + c) * i.diff * _Smoothness).rgb, _Color.a); return fixed4(endColor.rgb, _Alpha); } ENDCG } } }