具体显示为这个效果:
同事在网上找了一个受光的材质
Shader "Custom/RoleShader"
{
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
_OcclusionColor("Occlusion Color", Color) = (1,1,1,1)
_Width ("Width",Range(0,1)) = 0.01
_Intensity("Intensity",Range(0,1)) = 1
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 200
Pass
{
ZTest Greater
ZWrite Off
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_instancing
#pragma target 3.0
#include "UnityCG.cginc"
struct v2f
{
float4 worldPos : SV_POSITION;
float3 viewDir : TEXCOORD0;
float3 worldNor : TEXCOORD1;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
//fixed4 _OcclusionColor;
fixed _Width;
half _Intensity;
UNITY_INSTANCING_BUFFER_START(Props)
// put more per-instance properties here
UNITY_DEFINE_INSTANCED_PROP(fixed4, _OcclusionColor)
UNITY_INSTANCING_BUFFER_END(Props)
v2f vert(appdata_base v)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
o.worldPos = UnityObjectToClipPos(v.vertex);
o.viewDir = normalize(WorldSpaceViewDir(v.vertex));
o.worldNor = UnityObjectToWorldNormal(v.normal);
return o;
}
float4 frag(v2f i) : SV_Target
{
UNITY_SETUP_INSTANCE_ID(i);
fixed4 color = UNITY_ACCESS_INSTANCED_PROP(Props, _OcclusionColor);
half NDotV = saturate( dot(i.worldNor, i.viewDir));
NDotV = pow(1 - NDotV, _Width) * _Intensity;
color.rgb = color.rgb;
color.a =color.a>0.5 ? NDotV : 0;
return color;
}
ENDCG
}
CGPROGRAM
#pragma surface surf SimpleLambert fullforwardshadows
// Use shader model 3.0 target, to get nicer looking lighting
#pragma target 3.0
half4 LightingSimpleLambert (SurfaceOutput s, half3 lightDir, half atten) {
half NdotL = dot (s.Normal, lightDir);
half4 c;
c.rgb = s.Albedo * _LightColor0.rgb * (NdotL * atten);
c.a = s.Alpha;
return c;
}
sampler2D _MainTex;
struct Input
{
float2 uv_MainTex;
};
half _Glossiness;
half _Metallic;
fixed4 _Color;
// Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader.
// See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing.
// #pragma instancing_options assumeuniformscaling
UNITY_INSTANCING_BUFFER_START(Props1)
// put more per-instance properties here
//UNITY_DEFINE_INSTANCED_PROP(fixed4, _Color)
UNITY_INSTANCING_BUFFER_END(Props1)
void surf (Input IN, inout SurfaceOutput o)
{
// Albedo comes from a texture tinted by color
fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
o.Albedo = c.rgb;
// Metallic and smoothness come from slider variables
o.Specular = _Metallic;
o.Gloss = _Glossiness;
o.Alpha = c.a;
}
ENDCG
}
FallBack "Diffuse"
}
但是美术那边的这个小人受光的时候十分粗糙,于是手改了一个不受光的
Shader "Unlit/RoleShaderUnlit"
{
Properties
{
_MainTex("Texture", 2D) = "white" {}
_OcclusionColor("Occlusion Color", Color) = (1,1,1,1)
}
SubShader
{
Tags { "RenderType" = "Opaque" }
LOD 100
Pass
{
Blend SrcAlpha One
ZWrite off
Lighting off
ztest greater
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
// make fog work
#pragma multi_compile_fog
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
UNITY_FOG_COORDS(1)
float4 vertex : SV_POSITION;
float4 color:COLOR;
};
sampler2D _MainTex;
float4 _MainTex_ST;
float4 _OcclusionColor;
v2f vert(appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
UNITY_TRANSFER_FOG(o,o.vertex);
o.color = _OcclusionColor;
return o;
}
fixed4 frag(v2f i) : COLOR
{
return i.color;
}
ENDCG
}
Pass
{
ZWrite on
ZTest less
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
// make fog work
#pragma multi_compile_fog
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
UNITY_FOG_COORDS(1)
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _MainTex_ST;
v2f vert(appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
UNITY_TRANSFER_FOG(o,o.vertex);
return o;
}
fixed4 frag(v2f i) : SV_Target
{
// sample the texture
fixed4 col = tex2D(_MainTex, i.uv);
// apply fog
UNITY_APPLY_FOG(i.fogCoord, col);
return col;
}
ENDCG
}
}
}