UNITY3D使用SHADER給頂點設置顏色
2019/6/12 點擊:
直接上代碼!!
Shader "Custom/TeamMaskFinal" {
Properties {
_MainTex ("Base (RGB)", 2D) = "white" {}
_From("From Color",Color) = (1,1,1,1)
_To("To Color",Color) = (1,1,1,1)
_HError("Hue Error",range(0,1)) = 0 // 允許的色相誤差
_SError("Saturation Error",range(0,1)) = 0 // 允許的飽和度誤差
_VError("Brightness Error",range(0,1)) = 0 // 允許的亮度誤差
}
SubShader {
Tags { "RenderType"="Opaque" }
LOD 150
CGPROGRAM
#pragma surface surf Lambert noforwardadd
sampler2D _MainTex;
fixed4 _From;
fixed4 _To;
fixed _HError;
fixed _SError;
fixed _VError;
struct Input {
float2 uv_MainTex;
} ;
fixed3 RGBtoHSV(fixed3 c)
{
fixed4 K = fixed4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
fixed4 p = lerp(fixed4(c.bg, K.wz), fixed4(c.gb, K.xy), step(c.b, c.g));
fixed4 q = lerp(fixed4(p.xyw, c.r), fixed4(c.r, p.yzx), step(p.x, c.r));
float d = q.x - min(q.w, q.y);
float e = 1.0e-10;
return fixed3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
}
fixed3 HSVtoRGB(fixed3 c)
{
fixed4 K = fixed4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
fixed3 p = abs(frac(c.xxx + K.xyz) * 6.0 - K.www);
return c.z * lerp(K.xxx, saturate(p - K.xxx), c.y);
}
void surf (Input IN, inout SurfaceOutput o) {
fixed4 c = tex2D(_MainTex, IN.uv_MainTex);
fixed3 cHSV = RGBtoHSV(c);
fixed3 FromHSV= RGBtoHSV(_From);
fixed3 ToHSV= RGBtoHSV(_To);
fixed diffHue = abs(cHSV.x-FromHSV.x);
diffHue = lerp(diffHue,abs(diffHue-1),step(0.5,diffHue));
fixed con = step(diffHue,_HError);
con = con + step(abs(cHSV.y-FromHSV.y),_SError);
con = con + step(abs(cHSV.z-FromHSV.z),_VError);
con = step(2.5,con);
fixed3 ret = cHSV + ToHSV - FromHSV;
// ret.x = lerp(ret.x,ret.x-1,step(1,ret.x));
// ret.x = lerp(ret.x,ret.x+1,step(ret.x,0));
o.Albedo = lerp(c.rgb,HSVtoRGB(ret),fixed3(con,con,con));
o.Alpha = c.a;
}
ENDCG
}
Fallback "mobiles/VertexLit"
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