L老师 Shader编程教程 学习

 

 

 

 1 Shader "VoidGame/FixedShader" {
 2     Properties{
 3         //颜色
 4         _Color("Color",Color)=(1,1,1,1)
 5         //环境光
 6         _Ambient("Ambient",Color)=(0.3,0.3,0.3,0.3)
 7         //高光反射
 8         _Specular("Specular",Color)=(1,1,1,1)
 9         //光泽
10         _Shininess("Shininess",range(0,8))=4
11         //自发光
12         _Emission("Emision",Color)=(1,1,1,1)
13         //主纹理
14         _MainTex("MainTex",2D) = "white"{}
15         //第二张纹理
16         _SecondTex("SecondTex",2D) = "white"{}
17         _ConstantColor("ConstantColor",Color)=(1,1,1,0.3)
18     }
19     SubShader{
20         Tags  { "Queue" = "Transparent" }
21         pass {
22             Blend SrcAlpha OneMinusSrcAlpha
23 
24             //color(1,1,1,1)
25             //color[_Color]
26             material{
27                 diffuse[_Color]
28                 ambient[_Ambient]
29                 specular[_Specular]
30                 shininess[_Shininess]
31                 emission[_Emission]
32             }
33             lighting on
34             separatespecular on
35 
36             settexture[_MainTex]{
37                 combine texture * primary double
38             }
39             settexture[_SecondTex]{
40                 constantColor[_ConstantColor]
41                 combine texture * previous double,texture * constant
42             }
43         }
44     }
45 }
FixedShader

 

 1 Shader "VoidGame/VertexShader1" {
 2     SubShader{
 3         Pass{
 4             CGPROGRAM
 5 
 6             #pragma vertex vert
 7             #pragma fragment frag
 8 
 9             void vert(in float2 objPos:POSITION,out float4 pos:POSITION,out float4 col:COLOR) {
10                 pos = float4(objPos,0,1);
11                 col = pos;
12             }
13 
14             void frag(inout float4 col:COLOR) {
15                 col = float4(0,1,0,1);
16             }    
17 
18             ENDCG
19         }
20     }
21 }
VertexShader1

 

数学函数(Mathematical Functions)

几何函数(Geometric Functions)

纹理映射函数(Texture Map Functions)

偏导函数(Derivative Functions)

调试函数(Debugging Function)

 

2d旋转

 1 /*
 2 脚本名称:
 3 脚本作者:
 4 建立时间:
 5 脚本功能:
 6 版本号:
 7 */
 8 using System;
 9 using System.Collections.Generic;
10 using System.Drawing;
11 using System.Text;
12 
13 namespace MatrixTransform {
14     class Triangle {
15         PointF A, B, C;
16 
17         public Triangle(PointF A,PointF B,PointF C) {
18             this.A = A;
19             this.B = B;
20             this.C = C;
21         }
22 
23         public void Draw(Graphics g) {
24             Pen pen = new Pen(Color.Red,2);
25             g.DrawLine(pen,A,B);
26             g.DrawLine(pen,B,C);
27             g.DrawLine(pen,C,A);
28         }
29 
30         public void Rotate(int degree) {
31             float angle = (float)(degree / 360.0f * Math.PI);
32 
33             float newX = (float)(A.X * Math.Cos(angle) - A.Y * Math.Sin(angle));
34             float newY = (float)(A.X * Math.Sin(angle) + A.Y * Math.Cos(angle));
35 
36             A.X = newX;
37             A.Y = newY;
38 
39             newX = (float)(B.X * Math.Cos(angle) - B.Y * Math.Sin(angle));
40             newY = (float)(B.X * Math.Sin(angle) + B.Y * Math.Cos(angle));
41 
42             B.X = newX;
43             B.Y = newY;
44 
45             newX = (float)(C.X * Math.Cos(angle) - C.Y * Math.Sin(angle));
46             newY = (float)(C.X * Math.Sin(angle) + C.Y * Math.Cos(angle));
47 
48             C.X = newX;
49             C.Y = newY;
50         }
51     }
52 }
Triangle
 1 using System;
 2 using System.Collections.Generic;
 3 using System.ComponentModel;
 4 using System.Data;
 5 using System.Drawing;
 6 using System.Text;
 7 using System.Windows.Forms;
 8 
 9 namespace MatrixTransform {
10     public partial class Form1:Form {
11 
12         Triangle t;
13 
14         public Form1() {
15             InitializeComponent();
16         }
17 
18         private void From1_Paint(Object sender,PaintEventArgs e) {
19             e.Graphics.TranslateTransform(300,300);
20             t.Draw(e.Graphics);
21         }
22 
23         private void Form1_Load(object sender,EventArgs e) {
24             PointF A = new PointF(0,-200);
25             PointF B = new PointF(200,200);
26             PointF C = new PointF(-200,200);
27             t = new Triangle(A,B,C);
28         }
29 
30         private void timer1_Tick(object sender,EventArgs e) {
31             t.Rotate(1);
32             this.Invalidate();
33         }
34     }
35 }
Form1

视频:https://pan.baidu.com/s/1nu9yHgl

项目:https://pan.baidu.com/s/1skDuxtj

3d

 1 /*
 2 脚本名称:
 3 脚本作者:
 4 建立时间:
 5 脚本功能:
 6 版本号:
 7 */
 8 using System;
 9 using System.Collections.Generic;
10 using System.Text;
11 
12 namespace _3DTransform {
13 
14     class Vector4 {
15         public double x, y, z, w;
16         public Vector4() {
17 
18         }
19 
20         public Vector4(double x,double y,double z,double w) {
21             this.x = x;
22             this.y = y;
23             this.z = z;
24             this.w = w;
25         }
26 
27         public Vector4(Vector4 v) {
28             this.x = v.x;
29             this.y = v.y;
30             this.z = v.z;
31             this.w = v.w;
32         }
33     }
34 }
Vector4
 1 /*
 2 脚本名称:
 3 脚本作者:
 4 建立时间:
 5 脚本功能:
 6 版本号:
 7 */
 8 using System;
 9 using System.Collections.Generic;
10 using System.Text;
11 
12 namespace _3DTransform {
13     class Matrix4x4 {
14 
15         private double[,] pts;
16         public Matrix4x4() {
17             pts = new double[4,4];
18         }
19 
20         public double this[int i,int j] {
21             get {
22                 return pts[i - 1,j - 1];
23             }
24             set {
25                 pts[i - 1,j - 1] = value;
26             }
27         }
28 
29         public Matrix4x4 Mul(Matrix4x4 m) {
30             Matrix4x4 newM = new Matrix4x4();
31             for(int w = 1;w <= 4;w++) {
32                 for(int h = 1;h <= 4;h++) {
33                     for(int n = 1;n <= 4;n++) {
34                         newM[w,h] += this[w,n] * m[n,h];
35                     }
36                 }
37             }
38             return newM;
39         }
40 
41         public Vector4 Mul(Vector4 v) {
42             Vector4 newV = new Vector4();
43             newV.x = v.x * this[1,1] + v.y * this[2,1] + v.z * this[3,1] + v.w * this[4,1];
44             newV.y = v.x * this[1,2] + v.y * this[2,2] + v.z * this[3,2] + v.w * this[4,2];
45             newV.z = v.x * this[1,3] + v.y * this[2,3] + v.z * this[3,3] + v.w * this[4,3];
46             newV.w = v.x * this[1,4] + v.y * this[2,4] + v.z * this[3,4] + v.w * this[4,4];
47 
48             return newV;
49         }
50     }
51 }
Matrix4
 1 /*
 2 脚本名称:
 3 脚本作者:
 4 建立时间:
 5 脚本功能:
 6 版本号:
 7 */
 8 using System;
 9 using System.Collections.Generic;
10 using System.Drawing;
11 using System.Text;
12 
13 namespace _3DTransform {
14     class Triangle3D {
15 
16 
17         private Vector4 a, b, c;
18 
19         public Vector4 A, B, C;
20 
21         public Triangle3D() {
22 
23         }
24 
25         public Triangle3D(Vector4 a,Vector4 b,Vector4 c) {
26             this.A = this.a = new Vector4(a);
27             this.B = this.b = new Vector4(b);
28             this.C = this.c = new Vector4(c);
29         }
30 
31         public void Transform(Matrix4x4 m) {
32             this.a = m.Mul(this.A);
33             this.b = m.Mul(this.B);
34             this.c = m.Mul(this.C);
35         }
36 
37         public void Draw(Graphics g) {
38             g.TranslateTransform(300,300);
39             g.DrawLines(new Pen(Color.Red,2),this.Get2DPointFArr());
40         }
41 
42         private PointF[] Get2DPointFArr() {
43             PointF[] arr = new PointF[4];
44             arr[0] = Get2DPointF(this.a);
45             arr[1] = Get2DPointF(this.b);
46             arr[2] = Get2DPointF(this.c);
47             arr[3] = arr[0];
48             return arr;
49         }
50 
51         private PointF Get2DPointF(Vector4 v) {
52             PointF p = new PointF();
53             p.X = (float)(v.x / v.w);
54             p.Y = (float)(v.y / v.w);
55             return p;
56         }
57     }
58 }
Triangle3D
 1 using System;
 2 using System.Collections.Generic;
 3 using System.ComponentModel;
 4 using System.Data;
 5 using System.Drawing;
 6 using System.Text;
 7 using System.Windows.Forms;
 8 
 9 namespace _3DTransform {
10     public partial class Form1:Form {
11 
12         int a;
13 
14         Triangle3D triangle;
15 
16         Matrix4x4 m_scale;
17         Matrix4x4 m_rotation;
18         Matrix4x4 m_view;
19         Matrix4x4 m_projection;
20 
21         public Form1() {
22             InitializeComponent();
23 
24             m_scale = new Matrix4x4();
25             m_scale[1,1] = 250;
26             m_scale[2,2] = 250;
27             m_scale[3,3] = 250;
28             m_scale[4,4] = 1;
29 
30             m_rotation = new Matrix4x4();
31 
32             m_view = new Matrix4x4();
33             m_view[1,1] = 1;
34             m_view[2,2] = 1;
35             m_view[3,3] = 1;
36             m_view[4,3] = 250;
37             m_view[4,4] = 1;
38 
39             m_projection = new Matrix4x4();
40             m_projection[1,1] = 1;
41             m_projection[2,2] = 1;
42             m_projection[3,3] = 1;
43             m_projection[3,4] = 1.0/250;
44         }
45 
46         private void Form1_Load(object sender,EventArgs e) {
47             Vector4 a = new Vector4(0,-0.5,0,1);
48             Vector4 b = new Vector4(0.5,0.5,0,1);
49             Vector4 c = new Vector4(-0.5,0.5,0,1);
50 
51             triangle = new Triangle3D(a,b,c);
52 
53         }
54 
55         private void Form1_Paint(object sender,PaintEventArgs e) {
56             triangle.Draw(e.Graphics);
57         }
58 
59         private void timer1_Tick(object sender,EventArgs e) {
60 
61             a += 2;
62             double angle = a / 360.0 * Math.PI;
63 
64             m_rotation[1,1] = Math.Cos(angle);
65             m_rotation[1,3] = Math.Sin(angle);
66             m_rotation[2,2] = 1;
67             m_rotation[3,1] = -Math.Sin(angle);
68             m_rotation[3,3] = Math.Cos(angle);
69             m_rotation[4,4] = 1;
70 
71             Matrix4x4 m = m_scale.Mul(m_rotation);
72             m = m.Mul(m_view);
73             m = m.Mul(m_projection);
74 
75             triangle.Transform(m);
76             this.Invalidate();
77         }
78 
79         private void trackBar1_Scroll(object sender,EventArgs e) {
80             m_view[4,3] = (sender as TrackBar).Value;
81         }
82     }
83 }
Form1

视频:https://pan.baidu.com/s/1slxvCk9

项目:https://pan.baidu.com/s/1dERVVdZ

 

旋转

 1 Shader "VoidGame/31" {
 2     SubShader{
 3         Pass{
 4             CGPROGRAM
 5 
 6             #pragma vertex vert
 7             #pragma fragment frag
 8 
 9             #include "UnityCG.cginc"
10 
11             float4x4 mvp;
12             float4x4 rm;
13             float4x4 sm;
14 
15             struct v2f {
16                 float4 pos:POSITION;
17             };
18 
19             v2f vert(appdata_base v) {
20                 v2f o;
21 
22                 //o.pos = mul(mvp, v.vertex);
23 
24                 float4x4 m = mul(UNITY_MATRIX_MVP, sm);
25                 o.pos = mul(m, v.vertex);
26 
27                 return o;
28             }
29 
30             fixed4 frag():COLOR {
31                 return fixed4(1, 1, 1, 1);
32             }
33 
34             ENDCG
35         }
36     }
37 }
31
 1 /*
 2 脚本名称:
 3 脚本作者:
 4 建立时间:
 5 脚本功能:
 6 版本号:
 7 */
 8 using UnityEngine;
 9 using System.Collections;
10 
11 namespace VoidGame {
12 
13     public class MVPTransform : MonoBehaviour {
14 
15         private void Update() {
16 
17             //Matrix4x4 RM = new Matrix4x4();
18             //RM[0,0] = Mathf.Cos(Time.realtimeSinceStartup);
19             //RM[0,2] = Mathf.Sin(Time.realtimeSinceStartup);
20             //RM[1,1] = 1;
21             //RM[2,0] = -Mathf.Sin(Time.realtimeSinceStartup);
22             //RM[2,2] = Mathf.Cos(Time.realtimeSinceStartup);
23             //RM[3,3] = 1;
24 
25             //Matrix4x4 mvp = Camera.main.projectionMatrix * Camera.main.worldToCameraMatrix * transform.localToWorldMatrix;
26 
27             //mvp *= RM;
28 
29             //GetComponent<Renderer>().material.SetMatrix("mvp",mvp);
30 
31             Matrix4x4 RM = new Matrix4x4();
32             RM[0,0] = Mathf.Cos(Time.realtimeSinceStartup);
33             RM[0,2] = Mathf.Sin(Time.realtimeSinceStartup);
34             RM[1,1] = 1;
35             RM[2,0] = -Mathf.Sin(Time.realtimeSinceStartup);
36             RM[2,2] = Mathf.Cos(Time.realtimeSinceStartup);
37             RM[3,3] = 1;
38 
39             Matrix4x4 SM = new Matrix4x4();
40             SM[0,0] = Mathf.Sin(Time.realtimeSinceStartup) / 4 + 0.5f;
41             SM[1,1] = Mathf.Cos(Time.realtimeSinceStartup) / 8 + 0.5f;
42             SM[2,2] = Mathf.Sin(Time.realtimeSinceStartup) / 6 + 0.5f;
43             SM[3,3] = 1;
44 
45             GetComponent<Renderer>().material.SetMatrix("sm",SM);
46         }
47     }
48 }
MVPTransform

颜色

 1 // Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
 2 
 3 Shader "VoidGame/33" {
 4     SubShader{
 5         Pass{
 6             CGPROGRAM
 7 
 8             #pragma vertex vert
 9             #pragma fragment frag
10 
11             #include "UnityCG.cginc"
12 
13 
14             struct v2f {
15                 float4 pos:POSITION;
16                 fixed4 color : COLOR;
17             };
18 
19             v2f vert(appdata_base v) {
20                 v2f o;
21 
22                 //o.pos = mul(mvp, v.vertex);
23 
24                 o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
25 
26                 //if (v.vertex.x > 0) {
27                 //    o.color = fixed4(1, 0, 0, 1);
28                 //}
29                 //else {
30                 //    o.color = fixed4(0, 0, 1, 1);
31                 //}
32 
33                 if (v.vertex.x == 0.5 && v.vertex.y == 0.5 && v.vertex.z == -0.5) {
34                     o.color = fixed4(_SinTime.w / 2 + 0.5, _CosTime.w / 2 + 0.5, _SinTime.y / 2 + 0.5, 1);
35                 }
36                 else {
37                     o.color = fixed4(0, 0, 1, 1);
38                 }
39 
40                 //float4 wpos = mul(unity_ObjectToWorld, v.vertex);
41                 //if (wpos.x > 0) {
42                 //    o.color = fixed4(1, 0, 0, 1);
43                 //}
44                 //else {
45                 //    o.color = fixed4(0, 0, 1, 1);
46                 //}
47 
48                 return o;
49             }
50 
51             fixed4 frag(v2f IN):COLOR {
52                 return IN.color;
53             }
54 
55             ENDCG
56         }
57     }
58 }
33

 

 1 // Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
 2 
 3 Shader "VoidGame/34" {
 4     SubShader{
 5         Pass{
 6             CGPROGRAM
 7 
 8             #pragma vertex vert
 9             #pragma fragment frag
10 
11             #include "UnityCG.cginc"
12 
13             float dis;
14             float r;
15             
16 
17             struct v2f {
18                 float4 pos:POSITION;
19                 fixed4 color : COLOR;
20             };
21 
22             v2f vert(appdata_base v) {
23                 v2f o;
24                 o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
25 
26                 float x = o.pos.x / o.pos.w;
27 
28                 if (x > dis && x < dis+r) {
29                     o.color = fixed4(1, 0, 0, 1);
30                 }
31                 else {
32                     o.color = fixed4(x / 2 + 0.5, x / 2 + 0.5, x / 2 + 0.5, 1);
33                 }
34 
35                 return o;
36             }
37 
38             fixed4 frag(v2f IN):COLOR {
39                 return IN.color;
40             }
41 
42             ENDCG
43         }
44     }
45 }
34
 1 /*
 2 脚本名称:
 3 脚本作者:
 4 建立时间:
 5 脚本功能:
 6 版本号:
 7 */
 8 using UnityEngine;
 9 using System.Collections;
10 
11 namespace VoidGame {
12 
13     public class SetFloat : MonoBehaviour {
14 
15         private float dis = -1;
16         private float r = 0.1f;
17 
18         private void Update() {
19             dis += Time.deltaTime;
20             GetComponent<Renderer>().material.SetFloat("dis",dis);
21             GetComponent<Renderer>().material.SetFloat("r",r);
22         }
23     }
24 }
SetFloat

 1 // Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
 2 
 3 // Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
 4 
 5 Shader "VoidGame/35" {
 6     Properties{
 7         _R("R",range(0,5)) = 1
 8         _OX("OX",range(-5,5)) = 0
 9     }
10     SubShader{
11         Pass{
12             CGPROGRAM
13 
14             #pragma vertex vert
15             #pragma fragment frag
16 
17             #include "UnityCG.cginc"
18 
19             float dis;
20             float r;
21             
22             float _R;
23             float _OX;
24 
25             struct v2f {
26                 float4 pos:POSITION;
27                 fixed4 color : COLOR;
28             };
29 
30             v2f vert(appdata_base v) {
31 
32                 //float2 xy = v.vertex.xz;
33 
34                 float4 wpos = mul(unity_ObjectToWorld, v.vertex);
35 
36                 float2 xy = wpos.xz;
37                 float d = _R - length(xy - float2(_OX,0));
38 
39                 d = d < 0 ? 0 : d;
40                 float height = 1;
41                 float4 uppos = float4(v.vertex.x, height*d, v.vertex.z, v.vertex.w);
42 
43                 v2f o;
44                 o.pos = mul(UNITY_MATRIX_MVP, uppos);
45 
46                 o.color = fixed4(uppos.y, uppos.y, uppos.y, 1);
47 
48                 return o;
49             }
50 
51             fixed4 frag(v2f IN):COLOR {
52                 return IN.color;
53             }
54 
55             ENDCG
56         }
57     }
58 }
35

 1 // Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
 2 
 3 // Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
 4 
 5 Shader "VoidGame/36" {
 6     SubShader{
 7         Pass{
 8             CGPROGRAM
 9 
10             #pragma vertex vert
11             #pragma fragment frag
12 
13             #include "UnityCG.cginc"
14 
15             struct v2f {
16                 float4 pos:POSITION;
17                 fixed4 color : COLOR;
18             };
19 
20             v2f vert(appdata_base v) {
21 
22                 float angle = length(v.vertex)*_SinTime.w;
23 
24                 //float4x4 m = {
25                 //    float4(cos(angle),0,sin(angle),0),
26                 //    float4(0,1,0,0),
27                 //    float4(-sin(angle),0,cos(angle),0),
28                 //    float4(0,0,0,1)
29                 //};
30 
31                 float x = cos(angle)*v.vertex.x + sin(angle)*v.vertex.z;
32                 float z = cos(angle)*v.vertex.z - sin(angle)*v.vertex.x;
33                 v.vertex.x = x;
34                 v.vertex.z = z;
35 
36                 //v.vertex = mul(m, v.vertex);
37 
38                 v2f o;
39                 o.pos = mul(UNITY_MATRIX_MVP,v.vertex);
40 
41                 o.color = fixed4(0,1,1,1);
42 
43                 return o;
44             }
45 
46             fixed4 frag(v2f IN) :COLOR{
47                 return IN.color;
48             }
49 
50             ENDCG
51         }
52     }
53 }
36

 1 // Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
 2 
 3 // Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
 4 
 5 Shader "VoidGame/37" {
 6     SubShader{
 7         Pass{
 8             CGPROGRAM
 9 
10             #pragma vertex vert
11             #pragma fragment frag
12             #include "UnityCG.cginc"
13 
14             struct v2f {
15                 float4 pos:POSITION;
16                 fixed4 color : COLOR;
17             };
18 
19             v2f vert(appdata_base v) {
20 
21                 //A*sin(omega*x+t);
22 
23                 v.vertex.y += 0.2 * sin((v.vertex.x + v.vertex.z) + _Time.y);
24                 v.vertex.y += 0.3 * sin((v.vertex.x - v.vertex.z) + _Time.w);
25 
26 
27                 //v.vertex.y += 0.2 * sin(-length(v.vertex.xz)+ _Time.y);
28 
29                 v2f o;
30                 o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
31                 o.color = fixed4(v.vertex.y, v.vertex.y, v.vertex.y, 1);
32                 return o;
33             }
34 
35             fixed4 frag(v2f IN) :COLOR{
36                 return IN.color;
37             }
38 
39             ENDCG
40         }
41     }
42 }
37
 1 Shader "VoidGame/38" {
 2     SubShader{
 3         Pass{
 4             Tags{ "LightMode" = "ForwardBase" }
 5 
 6             CGPROGRAM
 7 
 8             #pragma vertex vert
 9             #pragma fragment frag
10             #include "UnityCG.cginc"
11             #include "Lighting.cginc"
12 
13             struct v2f {
14                 float4 pos:POSITION;
15                 fixed4 color:COLOR;
16             };
17 
18             v2f vert(appdata_base v) {
19                 v2f o;
20                 o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
21 
22                 float3 N = normalize(v.normal);
23                 float3 L = normalize(_WorldSpaceLightPos0);
24 
25                 N = mul(float4(N, 0),unity_WorldToObject).xyz;
26                 N = normalize(N);
27                 //L = mul(unity_WorldToObject, float4(L, 0)).xyz;
28 
29                 float ndotl = saturate(dot(N,L));
30                 o.color = _LightColor0 * ndotl;
31 
32                 return o;
33             }
34 
35             fixed4 frag(v2f IN):COLOR{
36                 return IN.color + UNITY_LIGHTMODEL_AMBIENT;
37             }
38 
39             ENDCG
40         }
41     }
42 }
38

 

 1 Shader "VoidGame/Texture_01" {
 2     properties{
 3         _MainTex("MainTex",2D)=""{}
 4     }
 5 
 6     SubShader{
 7         Pass{
 8             CGPROGRAM
 9 
10             #pragma vertex vert
11             #pragma fragment frag
12             #include "UnityCG.cginc"
13 
14             sampler2D _MainTex;
15             
16             float4 _MainTex_ST;
17 
18             struct v2f {
19                 float4 pos:POSITION;
20                 float2 uv:TEXCOORD0;
21             };
22 
23             v2f vert(appdata_base v) {
24                 v2f o;
25                 o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
26                 //o.uv = v.texcoord.xy * _MainTex_ST.xy + _MainTex_ST.zw;
27                 o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
28                 
29                 return o;
30             }
31 
32             fixed4 frag(v2f IN) :COLOR{
33                 fixed4  color = tex2D(_MainTex,IN.uv);
34                 return color;
35             }
36 
37             ENDCG
38         }
39     }
40 }
纹理

 1 Shader "VoidGame/Texture_02" {
 2     properties{
 3         _MainTex("MainTex",2D)=""{}
 4     }
 5 
 6     SubShader{
 7         Pass{
 8             CGPROGRAM
 9 
10             #pragma vertex vert
11             #pragma fragment frag
12             #include "UnityCG.cginc"
13 
14             sampler2D _MainTex;
15             sampler2D unity_Lightmap;
16             
17             float4 _MainTex_ST;
18             float4 unity_LightmapST;
19 
20             struct v2f {
21                 float4 pos:POSITION;
22                 float2 uv:TEXCOORD0;
23                 float2 uv2:TEXCOORD1;
24             };
25 
26             v2f vert(appdata_full v) {
27                 v2f o;
28                 o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
29                 //o.uv = v.texcoord.xy * _MainTex_ST.xy + _MainTex_ST.zw;
30                 o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
31                 o.uv2 = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
32 
33                 return o;
34             }
35 
36             fixed4 frag(v2f IN) :COLOR{
37                 float3 lm = DecodeLightmap(tex2D(unity_Lightmap,IN.uv2));
38                 fixed4  color = tex2D(_MainTex,IN.uv);
39                 color.rgb *= lm * 2;
40                 return color;
41             }
42 
43             ENDCG
44         }
45     }
46 }
光照

 

 1 Shader "VoidGame/Texture_03" {
 2     properties{
 3         _MainTex("MainTex",2D)=""{}
 4     }
 5 
 6     SubShader{
 7         Pass{
 8             CGPROGRAM
 9 
10             #pragma vertex vert
11             #pragma fragment frag
12             #include "UnityCG.cginc"
13 
14             sampler2D _MainTex;
15             
16             float4 _MainTex_ST;
17 
18             struct v2f {
19                 float4 pos:POSITION;
20                 float2 uv:TEXCOORD0;
21             };
22 
23             v2f vert(appdata_full v) {
24                 v2f o;
25                 o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
26                 //o.uv = v.texcoord.xy * _MainTex_ST.xy + _MainTex_ST.zw;
27                 o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
28 
29                 return o;
30             }
31 
32             fixed4 frag(v2f IN) :COLOR{
33                 fixed4  color = tex2D(_MainTex,IN.uv);
34                 return color;
35             }
36 
37             ENDCG
38         }
39     }
40 }
Texture_03
 1 /*
 2 脚本名称:
 3 脚本作者:
 4 建立时间:
 5 脚本功能:
 6 版本号:
 7 */
 8 using UnityEngine;
 9 using System.Collections;
10 
11 namespace VoidGame {
12 
13     public class SetTextureUVST : MonoBehaviour {
14 
15         public int width;
16         public int height;
17         public int fps;
18 
19         private int currentIndex;
20 
21         IEnumerator Start() {
22             Material mat = GetComponent<Renderer>().material;
23 
24             float scale_x = 1.0f / width;
25             float scale_y = 1.0f / height;
26 
27             while(true) {
28                 float offset_x = currentIndex % width * scale_x;
29                 float offset_y = currentIndex / height * scale_y;
30 
31                 mat.SetTextureOffset("_MainTex",new Vector2(offset_x,offset_y));
32                 mat.SetTextureScale("_MainTex",new Vector2(scale_x,scale_y));
33                 yield return new WaitForSeconds(1.0f / fps);
34                 currentIndex = (++currentIndex) % (width * height);
35             }
36         }
37 
38         private void Update() {
39 
40         }
41     }
42 }
SetTextureUVST

 

 1 Shader "VoidGame/Texture_04" {
 2     properties{
 3         _MainTex("MainTex",2D)=""{}
 4         _F("F",range(1,30))=10
 5         _A("A",range(0,0.1))=0.01
 6         _R("R",range(0,1))=0
 7     }
 8 
 9     SubShader{
10         Pass{
11             CGPROGRAM
12 
13             #pragma vertex vert
14             #pragma fragment frag
15             #include "UnityCG.cginc"
16 
17             sampler2D _MainTex;
18             
19             float4 _MainTex_ST;
20             float _F;
21             float _A;
22             float _R;
23 
24             struct v2f {
25                 float4 pos:POSITION;
26                 float2 uv:TEXCOORD0;
27             };
28 
29             v2f vert(appdata_full v) {
30                 v2f o;
31                 o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
32                 //o.uv = v.texcoord.xy * _MainTex_ST.xy + _MainTex_ST.zw;
33                 o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
34 
35                 return o;
36             }
37 
38             fixed4 frag(v2f IN) :COLOR{
39                 //IN.uv += _Time.x;
40                 
41                 //IN.uv.x += 0.01 * sin(IN.uv.x * 3.14 * _F + _Time.y);
42                 //IN.uv.y += 0.01 * sin(IN.uv.y * 3.14 * _F + _Time.y);
43                 
44                 //IN.uv += _A * sin(IN.uv * 3.14 * _F + _Time.y);
45                 
46 
47                 float2 uv = IN.uv;
48                 float dis = distance(uv, float2(0.5, 0.5));
49                 float scale = 0;
50                 //if (dis < _R) {
51                     _A *= saturate(1 - dis / _R);
52                     scale = _A * sin(-dis * 3.14 * _F + _Time.y);
53                     uv = uv + uv * scale;
54                 //}
55 
56                 //fixed4  color = tex2D(_MainTex,IN.uv);
57                 fixed4  color = tex2D(_MainTex, uv) + fixed4(1,1,1,1) * saturate(scale) * 100;
58                 return color;
59             }
60 
61             ENDCG
62         }
63     }
64 }
Texture_04

 

 1 Shader "VoidGame/Texture_05" {
 2     properties{
 3         _MainTex("MainTex",2D)=""{}
 4         _F("F",range(1,30))=10
 5         _A("A",range(0,0.1))=0.01
 6         _R("R",range(0,1))=0
 7     }
 8 
 9     SubShader{
10         Pass{
11             CGPROGRAM
12 
13             #pragma vertex vert
14             #pragma fragment frag
15             #include "UnityCG.cginc"
16             #pragma target 3.0
17 
18             sampler2D _MainTex;
19             
20             float4 _MainTex_ST;
21             float _F;
22             float _A;
23             float _R;
24 
25             struct v2f {
26                 float4 pos:POSITION;
27                 float2 uv:TEXCOORD0;
28                 float z : TEXCOORD1;
29             };
30 
31             v2f vert(appdata_full v) {
32                 v2f o;
33                 o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
34                 //o.uv = v.texcoord.xy * _MainTex_ST.xy + _MainTex_ST.zw;
35                 o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
36                 o.z = mul(_Object2World, v.vertex).z;
37 
38                 return o;
39             }
40 
41             fixed4 frag(v2f IN) :COLOR{
42                 
43                 //float offset_uv = 0.01;
44 
45                 //float2 uv = IN.uv;
46                 //fixed4  color = tex2D(_MainTex,uv);
47                 //
48                 //uv.x = IN.uv.x + offset_uv;
49                 //color.rgb += tex2D(_MainTex,uv);
50                 //
51                 //uv.x = IN.uv.x - offset_uv;
52                 //color.rgb += tex2D(_MainTex, uv);
53 
54                 //uv.y = IN.uv.y + offset_uv;
55                 //color.rgb += tex2D(_MainTex, uv);
56 
57                 //uv.y = IN.uv.y - offset_uv;
58                 //color.rgb += tex2D(_MainTex, uv);
59 
60                 //color.rgb /= 5;
61 
62                 //float dx = ddx(IN.uv.x) * 10;
63                 //float2 dsdx = float2(dx, dx);
64                 //float dy = ddy(IN.uv.y) * 10;
65                 //float2 dsdy = float2(dy, dy);
66 
67                 float2 dsdx = ddx(IN.z) * 10;
68                 float2 dsdy = ddy(IN.z) * 10;
69 
70                 fixed4 color = tex2D(_MainTex,IN.uv,dsdx,dsdy);
71                 
72 
73                 return color;
74             }
75 
76             ENDCG
77         }
78     }
79 }
Texture_05

 

 1 // Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
 2 
 3 Shader "VoidGame/Texture_06" {
 4     Properties{
 5         _MainTex("MainTex",2D)=""{}
 6         _F("F",range(1,10))=4
 7     }
 8     SubShader{
 9         Pass{
10             CGPROGRAM
11 
12             #pragma vertex vert
13             #pragma fragment frag
14             #include "UnityCG.cginc"
15 
16             sampler2D _MainTex;
17             float _F;
18 
19             struct v2f {
20                 float4 pos:POSITION;
21                 float2 uv:TEXCOORD0;
22             };
23 
24             v2f vert(appdata_full v) {
25                 v2f o;
26                 o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
27                 o.uv = v.texcoord.xy;
28                 return o;
29             }
30 
31             fixed4 frag(v2f IN) :COLOR {
32                 //float2 uv = IN.uv;
33                 //float offset_uv = 0.05 * sin(IN.uv * _F + _Time.x);
34                 //uv += offset_uv;
35                 //fixed4 color = tex2D(_MainTex,uv);
36 
37                 float2 uv = IN.uv;
38                 float offset_uv = 0.05 * sin(IN.uv * _F + _Time.x*2);
39 
40                 uv += offset_uv;
41                 fixed4 color_1 = tex2D(_MainTex, uv);
42 
43                 uv = IN.uv;
44                 uv -= offset_uv * 2;
45                 fixed4 color_2 = tex2D(_MainTex, uv);
46 
47                 return (color_1 + color_2)/2;
48             }
49 
50             ENDCG
51         }
52     }
53 }
Texture_07

 1 // Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
 2 
 3 Shader "VoidGame/Texture_08" {
 4     Properties{
 5         _MainTex("MainTex",2D)=""{}
 6         _SecondTex("SecondTex",2D)=""{}
 7         _F("F",range(1,10))=4
 8     }
 9     SubShader{
10         Pass{
11 
12             colormask r
13 
14             CGPROGRAM
15 
16             #pragma vertex vert
17             #pragma fragment frag
18             #include "UnityCG.cginc"
19 
20             sampler2D _MainTex;
21             sampler2D _SecondTex;
22             float _F;
23 
24             struct v2f {
25                 float4 pos:POSITION;
26                 float2 uv:TEXCOORD0;
27             };
28 
29             v2f vert(appdata_full v) {
30                 v2f o;
31                 o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
32                 o.uv = v.texcoord.xy;
33                 return o;
34             }
35 
36             fixed4 frag(v2f IN) :COLOR {
37 
38                 fixed4 mainColor = tex2D(_MainTex,IN.uv);
39                 
40                 float offset_uv = 0.05 * sin(IN.uv * _F + _Time.x * 2);
41                 float2 uv = IN.uv + offset_uv;
42                 uv.y += 0.3;
43 
44                 fixed4 color_1 = tex2D(_SecondTex, uv);
45 
46                 mainColor.rgb *= color_1.b;
47                 mainColor.rgb *= 2;
48 
49                 uv = IN.uv - offset_uv;
50                 fixed4 color_2 = tex2D(_SecondTex, uv);
51                 uv.y += 0.3;
52 
53                 mainColor.rgb *= color_2.b;
54                 mainColor.rgb *= 2;
55 
56                 return mainColor;
57             }
58 
59             ENDCG
60         }
61     }
62 }
Texture_08

 

 1 Shader "VoidGame/66" {
 2     Properties{
 3         _MainTex("MainTex",2D) = ""{}
 4     }
 5     SubShader {
 6         Pass{
 7             CGPROGRAM
 8             #pragma vertex vert
 9             #pragma fragment frag
10             #include "UnityCG.cginc"
11 
12             sampler2D _MainTex;
13             sampler2D _WaveTex;
14 
15             struct v2f {
16                 float4 pos:POSITION;
17                 float2 uv:TEXCOORD;
18             };
19 
20             v2f vert(appdata_full v) {
21                 v2f o;
22                 o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
23                 o.uv = v.texcoord.xy;
24                 return o;
25             }
26 
27             fixed4 frag(v2f IN) :COLOR{
28 
29                 float2 uv = tex2D(_WaveTex,IN.uv).xy;
30                 uv = uv * 2 - 1;
31                 uv *= 0.025;
32 
33                 IN.uv += uv;
34 
35                 fixed4 color = tex2D(_MainTex,IN.uv);
36                 return color;
37             }
38 
39             ENDCG
40         }
41     }
42 }
66
  1 /*
  2 脚本名称:
  3 脚本作者:
  4 建立时间:
  5 脚本功能:
  6 版本号:
  7 */
  8 using UnityEngine;
  9 using System.Collections;
 10 using System.Threading;
 11 
 12 namespace VoidGame {
 13 
 14     public class WaveTexture : MonoBehaviour {
 15 
 16         public int waveWidth;
 17         public int waveHeight;
 18 
 19         float[,] waveA;
 20         float[,] waveB;
 21 
 22         Color[] ColorBuffer;
 23 
 24         Texture2D tex_uv;
 25 
 26         bool isRun = true;
 27         int sleepTime;
 28 
 29         private void Start() {
 30             waveA = new float[waveWidth,waveHeight];
 31             waveB = new float[waveWidth,waveHeight];
 32             tex_uv = new Texture2D(waveWidth,waveHeight);
 33 
 34             ColorBuffer = new Color[waveWidth * waveHeight];
 35 
 36             GetComponent<Renderer>().material.SetTexture("_WaveTex",tex_uv);
 37 
 38             //PutDrop(0,0);
 39 
 40             Thread th = new Thread(new ThreadStart(ComputeWave));
 41             th.Start();
 42         }
 43 
 44         private void Update() {
 45             sleepTime = (int)(Time.deltaTime * 1000);
 46             tex_uv.SetPixels(ColorBuffer);
 47             tex_uv.Apply();
 48 
 49             if(Input.GetMouseButton(0)) {
 50                 Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
 51                 RaycastHit hit;
 52                 if(Physics.Raycast(ray,out hit)) {
 53                     Vector3 pos = hit.point;
 54                     pos = transform.worldToLocalMatrix.MultiplyPoint(pos);
 55                     //Debug.Log(pos);
 56                     int w = (int)((pos.x + 0.5) * waveWidth);
 57                     int h = (int)((pos.y + 0.5) * waveHeight);
 58                     PutDrop(w,h);
 59                 }
 60             }
 61             //ComputeWave();
 62         }
 63 
 64         private void PutDrop(int x, int y) {
 65             //waveA[waveWidth / 2,waveHeight / 2] = 1;
 66             //waveA[waveWidth / 2 - 1,waveHeight / 2] = 1;
 67             //waveA[waveWidth / 2 + 1,waveHeight / 2] = 1;
 68             //waveA[waveWidth / 2,waveHeight / 2 - 1] = 1;
 69             //waveA[waveWidth / 2,waveHeight / 2 + 1] = 1;
 70             //waveA[waveWidth / 2 - 1,waveHeight / 2 - 1] = 1;
 71             //waveA[waveWidth / 2 - 1,waveHeight / 2 + 1] = 1;
 72             //waveA[waveWidth / 2 + 1,waveHeight / 2 - 1] = 1;
 73             //waveA[waveWidth / 2 + 1,waveHeight / 2 + 1] = 1;
 74 
 75             int radius = 8;
 76             float dist;
 77             for(int i = -radius;i <= radius;i++) {
 78                 for(int j = -radius;j < radius;j++) {
 79                     if(((x + i >= 0) && (x + i < waveWidth - 1)) && ((y + j >= 0) && (y + j < waveHeight - 1))) {
 80                         dist = Mathf.Sqrt(i * j + j * j);
 81                         if(dist < radius) {
 82                             waveA[x + i,y + j] = Mathf.Cos(dist * Mathf.PI / radius);
 83                         }
 84                     }
 85                 }
 86             }
 87         }
 88 
 89         private void ComputeWave() {
 90             while(isRun) {
 91                 for(int w = 1;w < waveWidth - 1;w++) {
 92                     for(int h = 1;h < waveHeight - 1;h++) {
 93                         waveB[w,h] = (waveA[w - 1,h] + waveA[w + 1,h] + waveA[w,h - 1] + waveA[w,h + 1] + waveA[w - 1,h - 1] + waveA[w + 1,h - 1] + waveA[w - 1,h + 1] + waveA[w + 1,h + 1]) / 4 - waveB[w,h];
 94 
 95                         float value = waveB[w,h];
 96                         if(value > 1) {
 97                             waveB[w,h] = 1;
 98                         }
 99                         if(value < -1) {
100                             waveB[w,h] = -1;
101                         }
102 
103                         float offset_u = (waveB[w - 1,h] - waveB[w + 1,h]) / 2;
104                         float offset_v = (waveB[w,h - 1] - waveB[w,h + 1]) / 2;
105 
106                         float r = offset_u / 2 + 0.5f;
107                         float g = offset_v / 2 + 0.5f;
108 
109                         //tex_uv.SetPixel(w,h,new Color(r,g,0));
110                         ColorBuffer[w + waveWidth * h] = new Color(r,g,0);
111 
112                         waveB[w,h] -= waveB[w,h] * 0.0025f;
113                     }
114                 }
115 
116                 //tex_uv.Apply();
117 
118                 float[,] temp = waveA;
119                 waveA = waveB;
120                 waveB = temp;
121 
122                 Thread.Sleep(sleepTime);
123             }
124         }
125 
126         private void OnDestroy() {
127             isRun = false;
128         }
129     }
130 }
WaveTexture

 

 1 Shader "VoidGame/70_3" {
 2     SubShader{
 3         Tags{ "Queue" = "Transparent" }
 4 
 5         Pass{
 6 
 7             blend srcalpha oneminussrcalpha
 8             ztest greater
 9             zwrite on
10 
11             CGPROGRAM
12             #pragma vertex vert
13             #pragma fragment frag
14             #include "UnityCG.cginc"
15 
16             struct v2f {
17                 float4 pos:POSITION;
18             };
19 
20             v2f vert(appdata_base v) {
21                 v2f o;
22                 o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
23 
24                 return o;
25             }
26 
27             fixed4 frag(v2f IN) :COLOR{
28                 fixed4 color = fixed4(1,1,0,0.5);
29                 return color;
30             }
31 
32             ENDCG
33         }
34 
35         Pass{
36 
37             //blend srcalpha oneminussrcalpha
38             ztest less
39             zwrite on
40 
41             CGPROGRAM
42             #pragma vertex vert
43             #pragma fragment frag
44             #include "UnityCG.cginc"
45 
46             struct v2f {
47                 float4 pos:POSITION;
48             };
49 
50             v2f vert(appdata_base v) {
51                 v2f o;
52                 o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
53 
54                 return o;
55             }
56 
57             fixed4 frag(v2f IN) :COLOR{
58                 fixed4 color = fixed4(0,0,1,1);
59             return color;
60             }
61 
62             ENDCG
63         }
64     }
65 }
70_3

 

 1 // Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
 2 
 3 Shader "VoidGame/52" {
 4     Properties{
 5         _Scale("Scale",range(1,8)) = 2
 6     }
 7     SubShader{
 8         Tags { "Queue" = "Transparent" }
 9         Pass{
10             blend srcalpha oneminussrcalpha
11             CGPROGRAM
12 
13             #pragma vertex vert
14             #pragma fragment frag
15             #include "UnityCG.cginc"
16 
17             float _Scale;
18 
19             struct v2f {
20                 float4 pos:POSITION;
21                 float3 normal:TEXCOORD0;
22                 float4 vertex:TEXCOORD1;
23             };
24 
25             v2f vert(appdata_base v) {
26                 v2f o;
27                 o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
28                 o.vertex = v.vertex;
29                 o.normal = v.normal;
30                 return o;
31             }
32 
33             fixed4 frag(v2f IN) :COLOR{
34                 //float3 N = mul(IN.normal,(float3x3)_World2Object);
35                 float3 N = mul((float3x3)unity_ObjectToWorld, IN.normal);
36                 N = normalize(N);
37                 float3 worldPos = mul(unity_ObjectToWorld, IN.vertex).xyz;
38                 float3 V = _WorldSpaceCameraPos.xyz - worldPos;
39                 V = normalize(V);
40 
41                 float bright = 1.0 - saturate(dot(N, V));
42                 bright = pow(bright, _Scale);
43                 return fixed4(1,0,0,1) * bright;
44             }
45 
46             ENDCG
47         }
48     }
49 }
52

 1 Shader "VoidGame/54" {
 2     Properties{
 3         _MainColor("MainColor",color) = (1,1,1,1)
 4         _SecondColor("SecondColor",color) = (1,1,1,1)
 5         _Center("Center",range(-0.7,0.7)) = 0
 6         _R("R",range(0,0.5)) = 0.2
 7     }
 8     SubShader{
 9         Pass{
10 
11         CGPROGRAM
12         #pragma vertex vert
13         #pragma fragment frag
14         #include "UnityCG.cginc"
15 
16         float4 _MainColor;
17         float4 _SecondColor;
18         float _Center;
19         float _R;
20 
21         struct v2f {
22             float4 pos:POSITION;
23             float y:TEXCOORD;
24         };
25 
26         v2f vert(appdata_base v) {
27             v2f o;
28             o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
29             o.y = v.vertex.y;
30             return o;
31         }
32 
33         fixed4 frag(v2f IN) :COLOR{
34 
35             float d = IN.y - _Center;
36             float s = abs(IN.y - _Center);
37             d = d / s;
38             float f = s / _R;
39             f = saturate(f);
40             d *= f;
41 
42             d = d / 2 + 0.5;
43 
44             return lerp(_MainColor, _SecondColor, d);
45 
46             //if (IN.y > _Center + _R) {
47             //    return _MainColor;
48             //}
49             //else if (IN.y > _Center && IN.y < _Center + _R) {
50             //    float d = IN.y - _Center;
51             //    d = (1 - d / _R) - 0.5;
52             //    d = saturate(d);
53             //    return lerp(_MainColor, _SecondColor, d);
54             //}
55 
56             //if (IN.y <= _Center - _R) {
57             //    return _SecondColor;
58             //}
59             //else if (IN.y  < _Center && IN.y > _Center - _R) {
60             //    float d = _Center - IN.y;
61             //    d = (1 - d / _R) - 0.5;
62             //    d = saturate(d);
63             //    return lerp(_MainColor, _SecondColor, 1 - d);
64             //}
65 
66             //return lerp(_MainColor, _SecondColor, 0.5);
67 
68 
69             //float d = IN.y - _Center;
70             //d = d / abs(d);
71             //d = d / 2 + 0.5;
72             //return lerp(_MainColor,_SecondColor,d);
73 
74 
75             //if (IN.y > _Center) {
76             //    return _MainColor;
77             //}
78             //else {
79             //    return _SecondColor;
80             //}
81         }
82 
83         ENDCG
84     }
85     }
86 }
54

 项目:https://pan.baidu.com/s/1nvsKklj

posted on 2017-03-08 20:37  void87  阅读(1120)  评论(0编辑  收藏  举报

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