Character Shader 含半透明及受击效果

 
//Character Shader With Hurt Flare and FlareColor
//Author yellowcrayon@163.com
Shader "DreamFaction/Characters/CharacterV3" {
    Properties {
        [MaterialToggle] _Flare ("Flare", Float ) = 0
        _FlareColor ("FlareColor", Color) = (0.5,0.5,0.5,1)
        _Cutoff ("Alpha Cutoff", Range (0,.9)) = .5   
        _MainTex ("MainTex", 2D) = "white" {}
     
    }
    SubShader {
        Tags {
            "IgnoreProjector"="True"
            "Queue"="AlphaTest"
            "RenderType"="TransparentCutout"
        }
        
        
        Pass {
            Name "ForwardBase"
            Tags{
                "LightMode" = "ForwardBase"
            }

            Lighting off
            Cull off       
            LOD 200

            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            #include "UnityCG.cginc"

            uniform sampler2D _MainTex; 
            uniform fixed4 _MainTex_ST;
            uniform fixed _Flare;
            uniform fixed4 _FlareColor;
            uniform fixed _Cutoff;
            
            struct VertexInput 
            {
                fixed4 vertex : POSITION;
                fixed3 normal : NORMAL;
                fixed2 texcoord0 : TEXCOORD0;
            };
            
            struct VertexOutput 
            {
                fixed4 pos : SV_POSITION;
                fixed2 uv0 : TEXCOORD0;
                fixed4 posWorld : TEXCOORD1;
                fixed3 normalDir : TEXCOORD2;
            };
            
            VertexOutput vert (VertexInput v) 
            {
                VertexOutput o = (VertexOutput)0;
                o.uv0 = v.texcoord0;
                o.normalDir = mul(_Object2World, float4(v.normal,0)).xyz;
                o.posWorld = mul(_Object2World, v.vertex);
                o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
                return o;
            }
            
            fixed4 frag(VertexOutput i) : Color 
            {
                i.normalDir = normalize(i.normalDir);
                
                /////// Vectors:
                float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
                float3 normalDirection = i.normalDir;

                // Reverse normal if this is a backface
                float nSign = sign( dot( viewDirection, i.normalDir ) ); 
                i.normalDir *= nSign;
                normalDirection *= nSign;
                
////// Lighting:
                fixed4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex));
                
                fixed if_leA = step(_Flare, _MainTex_var.rgb);   //_Flare > _MainTex_var.rgb return 0 else 1
                
                fixed if_leB = step(_MainTex_var.rgb, _Flare);
                
                fixed3 if_blend = (_MainTex_var.rgb  + ( pow(1.0 - max(0,dot(i.normalDir, viewDirection)),2.0) * _FlareColor.rgb*3.0) );          
                
                fixed3 finalColor = (if_leA * _MainTex_var.rgb ) + (if_leB * if_blend);             

                clip(_MainTex_var.a - _Cutoff);
                
                return fixed4(finalColor,_MainTex_var.a);                
            }
            ENDCG
        }
    }
    FallBack "Diffuse"
}
posted @ 2015-09-15 16:46  GamePal  阅读(508)  评论(0编辑  收藏  举报