v2f vert2 (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
return o;
}
float random (float2 st, float n)
{
st = floor(st * n);
return frac(sin(dot(st.xy, float2(12.9898,78.233)))*43758.5453123);
}
fixed4 frag2 (v2f i) : SV_Target
{
// fixed3 worldNormal = normalize(i.worldNormal);
// fixed3 worldLightDir = normalize(UnityWorldSpaceLightDir(i.worldPos));
// fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(i.worldPos));
// fixed3 worldHalfDir = normalize(worldLightDir + worldViewDir);
// sample the texture
fixed4 col = random(i.uv.xy, 500);
col.w = step(_FlashScale, col.w);
col.w = (1 - step(_FlashHeight, i.uv.y)) * col.w;
col.w = col.w * random(i.uv.xy, 5);
col.xyz = lerp(_FlashColor, col.xyz, col.w);
return col;
}
Unity shader简单闪点 亮片
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转载自blog.csdn.net/A13155283231/article/details/105662102
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