Shader "Unlit/Test"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_MainColor("Color",COLOR)=(1,1,1,1)
_RingColor("RingColor",COLOR)=(1,1,1,1)
_RingColorIntensity("RingColorIntensity",float)=2
_RingSpeed("RingSpeed",float)=1
_RingWidth("RingWidth",float)=0.1
_RingRangeScale("RingRangeScale",float)=1
_RingTex("RingTex",2D)="white"{}
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
CGPROGRAM
#pragma surface surf Standard fullforwardshadows
#pragma target 3.0
sampler2D _MainTex;
sampler2D _RingTex;
struct Input
{
float3 worldPos;
float2 uv_MainTex;
};
float4 _HitPs[20]; //传入碰撞的世界空间坐标,w值为碰撞的时间点
float _Power[20]; //碰撞的力的大小
float4 _MainColor;
float4 _RingColor;
float _RingColorIntensity;
float _RingSpeed;
float _RingWidth;
float _RingRangeScale;
void surf(Input IN,inout SurfaceOutputStandard o)
{
fixed4 c=tex2D(_MainTex,IN.uv_MainTex)*_MainColor;
o.Albedo=c.rgb;
half DiffRingCol=abs(o.Albedo.r-_RingColor.r)+abs(o.Albedo.g-_RingCol
Unity3D Shader:碰撞波纹
最新推荐文章于 2022-05-12 22:17:36 发布