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- Shader "Hidden/Render DOF Factor" {
- Properties {
- _MainTex ("Base", 2D) = "white" {}
- _Cutoff ("Cutoff", float) = 0.5
- }
- // Helper code used in all of the below subshaders
- CGINCLUDE
- struct v2f {
- float4 pos : POSITION;
- float depth : TEXCOORD0;
- };
- struct v2f_uv {
- float4 pos : POSITION;
- float2 uv : TEXCOORD0;
- float depth : TEXCOORD1;
- };
- uniform float4 _FocalParams;
- half DOFFactor( float z ) {
- float focalDist = _FocalParams.x;
- float invRange = _FocalParams.w;
- float fromFocal = z - focalDist;
- if( fromFocal < 0.0 )
- fromFocal *= 4.0;
- return saturate( abs( fromFocal ) * invRange );
- }
- uniform sampler2D _MainTex;
- uniform float _Cutoff;
- half4 frag(v2f i) : COLOR {
- return DOFFactor(i.depth);
- }
- half4 frag_uv(v2f_uv i) : COLOR {
- half4 texcol = tex2D( _MainTex, i.uv );
- clip( texcol.a - _Cutoff );
- return DOFFactor(i.depth);
- }
- ENDCG
- Category {
- Fog { Mode Off }
- ?
- // regular opaque objects
- SubShader {
- Tags { "RenderType"="Opaque" }
- Pass {
- ?
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #include "UnityCG.cginc"
- v2f vert( appdata_base v ) {
- v2f o;
- o.pos = mul(glstate.matrix.mvp, v.vertex);
- COMPUTE_EYEDEPTH(o.depth);
- return o;
- }
- ENDCG
- }
- }
- ?
- // transparent cutout objects
- SubShader {
- Tags { "RenderType"="TransparentCutout" }
- Pass {
- Cull Off
- ?
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag_uv
- #include "UnityCG.cginc"
- v2f_uv vert( appdata_base v ) {
- v2f_uv o;
- o.pos = mul(glstate.matrix.mvp, v.vertex);
- o.uv = v.texcoord;
- COMPUTE_EYEDEPTH(o.depth);
- return o;
- }
- ENDCG
- }
- }
- ?
- // terrain tree bark
- SubShader {
- Tags { "RenderType"="TreeOpaque" }
- Pass {
- ?
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #include "UnityCG.cginc"
- #include "TerrainEngine.cginc"
- struct appdata {
- float4 vertex : POSITION;
- float4 color : COLOR;
- };
- v2f vert( appdata v ) {
- v2f o;
- TerrainAnimateTree(v.vertex, v.color.w);
- o.pos = mul( glstate.matrix.mvp, v.vertex );
- COMPUTE_EYEDEPTH(o.depth);
- return o;
- }
- ENDCG
- }
- }
- ?
- // terrain tree leaves
- SubShader {
- Tags { "RenderType"="TreeTransparentCutout" }
- Pass {
- Cull Off
- ?
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag_uv
- #include "UnityCG.cginc"
- #include "TerrainEngine.cginc"
- struct appdata {
- float4 vertex : POSITION;
- float4 color : COLOR;
- float4 texcoord : TEXCOORD0;
- };
- //unity3d教程手册:http://www.unitymanual.com
- v2f_uv vert( appdata v ) {
- v2f_uv o;
- TerrainAnimateTree(v.vertex, v.color.w);
- o.pos = mul( glstate.matrix.mvp, v.vertex );
- o.uv = v.texcoord;
- COMPUTE_EYEDEPTH(o.depth);
- return o;
- }
- ENDCG
- }
- }
- ?
- // terrain tree billboards
- SubShader {
- Tags { "RenderType"="TreeBillboard" }
- Pass {
- Cull Off
- ?
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag_tree
- #include "UnityCG.cginc"
- #include "TerrainEngine.cginc"
- struct appdata {
- float4 vertex : POSITION;
- float4 color : COLOR;
- float4 texcoord : TEXCOORD0;
- };
- v2f_uv vert( appdata_tree_billboard v ) {
- v2f_uv o;
- TerrainBillboardTree(v.vertex, v.texcoord1.xy);
- o.pos = mul( glstate.matrix.mvp, v.vertex );
- o.uv = v.texcoord;
- COMPUTE_EYEDEPTH(o.depth);
- return o;
- }
- half4 frag_tree(v2f_uv i) : COLOR {
- half4 texcol = tex2D( _MainTex, i.uv );
- clip( texcol.a - 0.5 );
- return DOFFactor(i.depth);
- } //Unity3D教程:http://www.unitymanual.com
- ENDCG
- }
- }
- ?
- // terrain grass billboards
- SubShader {
- Tags { "RenderType"="GrassBillboard" }
- Pass {
- Cull Off
- ?
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag_uv
- #pragma multi_compile NO_INTEL_GMA_X3100_WORKAROUND INTEL_GMA_X3100_WORKAROUND
- #include "UnityCG.cginc"
- #include "TerrainEngine.cginc"
- v2f_uv vert (appdata_grass v) {
- v2f_uv o;
- TerrainBillboardGrass(v.vertex, v.texcoord1.xy);
- float waveAmount = v.texcoord1.y;
- float4 dummyColor = 0;
- TerrainWaveGrass (v.vertex, waveAmount, dummyColor, dummyColor);
- o.pos = mul (glstate.matrix.mvp, v.vertex);
- o.uv = v.texcoord;
- COMPUTE_EYEDEPTH(o.depth);
- return o;
- }
- ENDCG
- }
- }
- ?
- // terrain grass non-billboards
- SubShader {
- Tags { "RenderType"="Grass" }
- Pass {
- Cull Off
- ?
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag_uv
- #pragma multi_compile NO_INTEL_GMA_X3100_WORKAROUND INTEL_GMA_X3100_WORKAROUND
- #include "UnityCG.cginc"
- #include "TerrainEngine.cginc"
- v2f_uv vert (appdata_grass v) {
- v2f_uv o;
- float waveAmount = v.color.a * _WaveAndDistance.z;
- float4 dummyColor = 0;
- TerrainWaveGrass (v.vertex, waveAmount, dummyColor, dummyColor);
- o.pos = mul (glstate.matrix.mvp, v.vertex);
- o.uv = v.texcoord;
- COMPUTE_EYEDEPTH(o.depth);
- return o;
- }
- ENDCG
- }
- }
- ?
- }
- }
- ?
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