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Unity3D Shader实现扫描显示效果(2)

时间:2022-05-20 09:41:03 | 栏目:.NET代码 | 点击:

上一篇使用的方式是对UV进行剪裁,如果用于模型的话,会出现一些问题。本篇使用的方式是对模型进行模型空间的剪裁,可设置剪裁方向。效果如下:

设置界面如下:

mode用于设置剪裁方向。
clip用于设置剪裁值。

shader实现如下:

Shader "XM/ScanEffect2" 
{
 Properties {
  _Color ("Color", Color) = (1,1,1,1)
  _MainTex ("Albedo (RGB)", 2D) = "white" {}
  _Glossiness ("Smoothness", Range(0,1)) = 0.5
  _Metallic ("Metallic", Range(0,1)) = 0.0
  _Clip("Clip", float) = 0
  [KeywordEnum(None, Left, Up, Forward)]_Mode("Mode", Float) = 0
 }
 SubShader {
  Tags { "RenderType"="Opaque" }
  LOD 200

  CGPROGRAM
  // Physically based Standard lighting model, and enable shadows on all light types
  #pragma surface surf Standard fullforwardshadows vertex:vert

  // Use shader model 3.0 target, to get nicer looking lighting
  #pragma target 3.0

  sampler2D _MainTex;

  struct Input {
   float2 uv_MainTex;
   float4 localPos;
  };

  half _Glossiness;
  half _Metallic;
  fixed4 _Color;
  float _Clip;
  float _Mode;

  void vert(inout appdata_full i, out Input o)
  {
   UNITY_INITIALIZE_OUTPUT(Input, o);
   o.localPos = i.vertex;
  }

  void surf (Input i, inout SurfaceOutputStandard o) {

   if(i.localPos.x >= _Clip && _Mode == 1 || i.localPos.y >= _Clip && _Mode == 2|| i.localPos.z >= _Clip && _Mode == 3)
   {
    clip(-1);
   }

   // Albedo comes from a texture tinted by color
   fixed4 c = tex2D (_MainTex, i.uv_MainTex) * _Color;
   o.Albedo = c.rgb;
   // Metallic and smoothness come from slider variables
   o.Metallic = _Metallic;
   o.Smoothness = _Glossiness;
   o.Alpha = c.a;
  }
  ENDCG
 }
 FallBack "Diffuse"
}


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