Unity 一个面片的最大顶点数为65524,所以大于这个数,请拆分成多个面片
1.获取汽车x轴的最大值和最小值[-2.5,2.5]+R
surfaceShader 语法
surf :surface shader的方法名
vert :使用顶点程序方法名
surface shader 方法不能有返回值
源码:
Shader "Sbin/SurfaceShader" { Properties { _Glossiness ("Smoothness", Range(0,1)) = 0.5 _Metallic ("Metallic", Range(0,1)) = 0.0 _UpColor("UpColor",color) = (1,0,0,1) _DownColor("DownColor",color) = (0,1,0,1) _Center("Center",range(-0.7,0.7)) = 0 _R("R",range(0,0.5)) = 0.2 } SubShader { Tags { "RenderType"="Opaque" } LOD 200 CGPROGRAM #pragma surface surf Standard vertex:vert fullforwardshadows //说明:pragma surface method1 Standard vertex:method2 fullforwardshadows #pragma target 3.0 sampler2D _MainTex; struct Input { float2 uv_MainTex; float x:TEXCOORD0; }; half _Glossiness; half _Metallic; float4 _UpColor; float4 _DownColor; float _Center; float _R; void vert(inout appdata_full v,out Input o){ o.uv_MainTex = v.texcoord.xy; o.x = v.vertex.x; } void surf (Input IN, inout SurfaceOutputStandard o) { fixed4 c = tex2D (_MainTex, IN.uv_MainTex); o.Albedo = c.rgb; o.Metallic = _Metallic; o.Smoothness = _Glossiness; o.Alpha = c.a; float d = IN.x - _Center;//融合带 float s = abs(d); d = d/s;//正负值分别描写叙述上半部分和下半部分。取值1和-1 float f = s/_R; //范围>1:表示上下部分;范围<1:表示融合带 f = saturate(f); d *= f;//表示所有[-1,1];范围>1:表示上部分;范围<1:表示融合带;范围<-1:表示下部分 d = d/2+0.5;//将范围控制到[0,1],由于颜色值返回就是[0,1] o.Albedo += lerp(_UpColor,_DownColor,d); } ENDCG } FallBack "Diffuse" }
效果: