// Upgrade NOTE: replaced '_World2Object' with 'unity_WorldToObject'
Shader "Custom/CoverSnow"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_SnowLevel ("Snow Level", Range(0,1) ) = 0
_SnowColor ("Snow Color", Color) = (1.0,1.0,1.0,1.0)
_Wetness ("Wetness", Range(0, 0.5)) = 0.3
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
// make fog work
#pragma multi_compile_fog
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float3 normal:NORMAL;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float3 worldNormal:TEXCOORD1;
UNITY_FOG_COORDS(1)
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _MainTex_ST;
float _SnowLevel;
float4 _SnowColor;
float _Wetness;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.worldNormal = normalize(mul(v.normal,(float3x3)unity_WorldToObject));
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);
half difference = dot(i.worldNormal, float3(0,1,0)) - lerp(1,-1,_SnowLevel); //这里减0.7(2分之根号2)代表小于等于45度的夹角,不减是90度的夹角,cos60=0.5,cos45=sqrt(2)/2
difference = saturate(difference / _Wetness);
col.rgb = difference*_SnowColor.rgb + (1-difference) * col.rgb;
// apply fog
UNITY_APPLY_FOG(i.fogCoord, col);
return col;
}
ENDCG
}
}
}