我再次有一个着色器。感谢您,我的另一个问题得以解决。现在我的水不再透明了。因为你们有丰富的知识,所以我希望您可以帮助我向着色器添加发射。如果海浪顶部有一些亮点,那就太酷了。也许可以使用排放图,但我认为只是一些排放看起来会很酷
我尝试使用这种方法,但对我没有帮助
_EmissionLM ("Emission (Lightmapper)", Float) = 0
[Toggle] _DynamicEmissionLM ("Dynamic Emission (Lightmapper)", Int) = 0
//Output
o.Emission = c.rgb * tex2D(_Illum, IN.uv_Illum).a;
这是水着色器
Shader "FX/Water" {
Properties {
_WaveScale ("Wave scale", Range (0.02,0.15)) = 0.063
_ReflDistort ("Reflection distort", Range (0,1.5)) = 0.44
_RefrDistort ("Refraction distort", Range (0,1.5)) = 0.40
_RefrColor ("Refraction color", COLOR) = ( .34, .85, .92, 1)
[NoScaleOffset] _Fresnel ("Fresnel (A) ", 2D) = "gray" {}
[NoScaleOffset] _BumpMap ("Normalmap ", 2D) = "bump" {}
WaveSpeed ("Wave speed (map1 x,y; map2 x,y)", Vector) = (19,9,-16,-7)
[NoScaleOffset] _ReflectiveColor ("Reflective color (RGB) fresnel (A)", 2D) = "" {}
_HorizonColor ("Simple water horizon color", COLOR) = ( .172, .463, .435, 1)
[HideInInspector] _ReflectionTex ("Internal Reflection", 2D) = "" {}
[HideInInspector] _RefractionTex ("Internal Refraction", 2D) = "" {}
//
_EmissionColor("Color", Color) = (0.000000,0.000000,0.000000,1.000000)
_EmissionMap("Emission", 2D) = "white" { }
[Toggle] _DynamicEmissionLM("Dynamic Emission (Lightmapper)", Int) = 0
}
// -----------------------------------------------------------
// Fragment program cards
Subshader {
Tags { "WaterMode"="Refractive" "RenderType"="Opaque" }
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_fog
#pragma multi_compile WATER_REFRACTIVE WATER_REFLECTIVE WATER_SIMPLE
#if defined (WATER_REFLECTIVE) || defined (WATER_REFRACTIVE)
#define HAS_REFLECTION 1
#endif
#if defined (WATER_REFRACTIVE)
#define HAS_REFRACTION 1
#endif
#include "UnityCG.cginc"
uniform float4 _WaveScale4;
uniform float4 _WaveOffset;
#if HAS_REFLECTION
uniform float _ReflDistort;
#endif
#if HAS_REFRACTION
uniform float _RefrDistort;
#endif
struct appdata {
float4 vertex : POSITION;
float3 normal : NORMAL;
};
struct v2f {
float4 pos : SV_POSITION;
#if defined(HAS_REFLECTION) || defined(HAS_REFRACTION)
float4 ref : TEXCOORD0;
float2 bumpuv0 : TEXCOORD1;
float2 bumpuv1 : TEXCOORD2;
float3 viewDir : TEXCOORD3;
#else
float2 bumpuv0 : TEXCOORD0;
float2 bumpuv1 : TEXCOORD1;
float3 viewDir : TEXCOORD2;
#endif
UNITY_FOG_COORDS(4)
};
v2f vert(appdata v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
// scroll bump waves
float4 temp;
float4 wpos = mul (unity_ObjectToWorld, v.vertex);
//temp.xyzw = wpos.xzxz * _WaveScale4 + _WaveOffset;
temp.xyzw = wpos.yzyz * _WaveScale4 + _WaveOffset;
o.bumpuv0 = temp.xy;
o.bumpuv1 = temp.wz;
// object space view direction (will normalize per pixel)
o.viewDir.xzy = WorldSpaceViewDir(v.vertex);
#if defined(HAS_REFLECTION) || defined(HAS_REFRACTION)
o.ref = ComputeNonStereoScreenPos(o.pos);
#endif
UNITY_TRANSFER_FOG(o,o.pos);
return o;
}
#if defined (WATER_REFLECTIVE) || defined (WATER_REFRACTIVE)
sampler2D _ReflectionTex;
#endif
#if defined (WATER_REFLECTIVE) || defined (WATER_SIMPLE)
sampler2D _ReflectiveColor;
#endif
#if defined (WATER_REFRACTIVE)
sampler2D _Fresnel;
sampler2D _RefractionTex;
uniform float4 _RefrColor;
#endif
#if defined (WATER_SIMPLE)
uniform float4 _HorizonColor;
#endif
sampler2D _BumpMap;
half4 frag( v2f i ) : SV_Target
{
i.viewDir = normalize(i.viewDir);
// combine two scrolling bumpmaps into one
half3 bump1 = UnpackNormal(tex2D( _BumpMap, i.bumpuv0 )).rgb;
half3 bump2 = UnpackNormal(tex2D( _BumpMap, i.bumpuv1 )).rgb;
half3 bump = (bump1 + bump2) * 0.5;
// fresnel factor
half fresnelFac = dot( i.viewDir, bump );
// perturb reflection/refraction UVs by bumpmap, and lookup colors
#if HAS_REFLECTION
float4 uv1 = i.ref; uv1.xy += bump * _ReflDistort;
half4 refl = tex2Dproj( _ReflectionTex, UNITY_PROJ_COORD(uv1) );
#endif
#if HAS_REFRACTION
float4 uv2 = i.ref; uv2.xy -= bump * _RefrDistort;
half4 refr = tex2Dproj( _RefractionTex, UNITY_PROJ_COORD(uv2) ) * _RefrColor;
#endif
// final color is between refracted and reflected based on fresnel
half4 color;
#if defined(WATER_REFRACTIVE)
half fresnel = UNITY_SAMPLE_1CHANNEL( _Fresnel,
float2(fresnelFac,fresnelFac) );
color = lerp( refr, refl, fresnel );
#endif
#if defined(WATER_REFLECTIVE)
half4 water = tex2D( _ReflectiveColor, float2(fresnelFac,fresnelFac) );
color.rgb = lerp( water.rgb, refl.rgb, water.a );
color.a = refl.a * water.a;
#endif
#if defined(WATER_SIMPLE)
half4 water = tex2D( _ReflectiveColor, float2(fresnelFac,fresnelFac) );
color.rgb = lerp( water.rgb, _HorizonColor.rgb, water.a );
color.a = _HorizonColor.a;
#endif
UNITY_APPLY_FOG(i.fogCoord, color);
//o.Emission = c.rgb * tex2D(_Illum, IN.uv_Illum).a;
return color;
}
ENDCG
}
}
}
答案 0 :(得分:0)
我自己从来没有做过,但是看来您可以添加“元”通过并以此方式添加发射。来源:Unity forums user tsangwailam
Pass { Name "META" Tags {"LightMode"="Meta"} Cull Off CGPROGRAM #include "UnityStandardMeta.cginc" #pragma vertex vert_meta #pragma fragment frag_meta_custom fixed4 frag_meta_custom (v2f i) : SV_Target { // Colors fixed4 col = fixed(1,0,0); // The emission color // Calculate emission UnityMetaInput metaIN; UNITY_INITIALIZE_OUTPUT(UnityMetaInput, metaIN); metaIN.Albedo = col.rgb; metaIN.Emission = col.rgb; return UnityMetaFragment(metaIN); return col; } ENDCG }
希望这会有所帮助!