当3d场景中为了减少性能但是又要有光照效果的时候,经常会用到顶点色材质来弥补这种效果。
顶点色+自发光:
Shader "Unlit/VC"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
}
SubShader
{
Tags { "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" }
LOD 100
Cull off
Lighting Off
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
fixed4 color : COLOR; //顶点自身的颜色
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
fixed4 vertColor : COLOR;
};
sampler2D _MainTex;
float4 _MainTex_ST;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
o.vertColor = v.color;
return o;
}
fixed4 frag (v2f i) : SV_Target
{
// sample the texture
fixed4 col = tex2D(_MainTex, i.uv)*i.vertColor;
return col;
}
ENDCG
}
}
}
定点色+自发光+黑色透明(加入混合模式:Blend One One)
Shader "Unlit/VCB"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
}
SubShader
{
Tags { "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" }
LOD 100
Cull off
Lighting Off
Blend One One
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
fixed4 color : COLOR; //顶点自身的颜色
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
fixed4 vertColor : COLOR;
};
sampler2D _MainTex;
float4 _MainTex_ST;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
o.vertColor = v.color;
return o;
}
fixed4 frag (v2f i) : SV_Target
{
// sample the texture
fixed4 col = tex2D(_MainTex, i.uv)*i.vertColor;
return col;
}
ENDCG
}
}
}
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作者:unity游侠
链接:https://blog.csdn.net/y90o08u28/article/details/90714137
来源:CSDN
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