# 【透光】
可以实现类似太阳散射光,蜡烛透光,耳朵透光等效果。
Shader "Unlit/TestPenetrate"
{
Properties
{
_Pow("Pow",Range(1,100)) = 1
_Scale("Scale",Range(0,10)) = 1
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
float3 posWS : TEXCOORD1;
};
sampler2D _MainTex;
float4 _MainTex_ST;
float _Pow;
float _Scale;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
o.posWS = mul(unity_ObjectToWorld,v.vertex).xyz;
return o;
}
float4 frag (v2f i) : SV_Target
{
float3 vDirWS = normalize(_WorldSpaceCameraPos.xyz - i.posWS.xyz);
float3 lDirWS = normalize(_WorldSpaceLightPos0.xyz);
float vDotl = dot(-vDirWS,lDirWS);
float penetrate = max(pow(vDotl,_Pow) * _Scale,0);
return penetrate;
}
ENDCG
}
}
}