UNITY3D使用SHADER给顶点设置颜色
2019/6/12 点击:
直接上代码!!
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 // 允许的色相误差 _SError("Saturation Error",range(0,1)) = 0 // 允许的饱和度误差 _VError("Brightness Error",range(0,1)) = 0 // 允许的亮度误差 } 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 "Mobile/VertexLit" }
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