unity shader 2D火焰流动特效

效果图:

/*
*author:maki
火焰流动效果
*/
Shader "Custom/FireLiner"
{
	Properties
	{
		_Albedo("Albedo", 2D) = "white" {}//底图
		_Normals("Normals", 2D) = "bump" {}//法线tietu
		_Mask("Mask", 2D) = "white" {}//遮罩图
		_Specular("Specular", 2D) = "white" {}//高光图
		_TileableFire("TileableFire", 2D) = "white" {}//火焰图
		_FireIntensity("FireIntensity", Range(0 , 2)) = 0
		_Smoothness("Smoothness", Float) = 1
		_TileSpeed("TileSpeed", Vector) = (0,0,0,0)
		[HideInInspector] _texcoord("", 2D) = "white" {}
		[HideInInspector] __dirty("", Int) = 1
	}

		SubShader
		{
			Tags{ "RenderType" = "Opaque"  "Queue" = "Geometry" "IsEmissive" = "true"  }
			Cull Back
			ZTest LEqual
			CGPROGRAM
			#include "UnityShaderVariables.cginc"
			#pragma target 3.0
			#pragma surface surf StandardSpecular keepalpha 
			struct Input
			{
				float2 uv_texcoord;
			};

			 sampler2D _Normals;
			 sampler2D _Albedo;
			 sampler2D _Mask;
			 sampler2D _TileableFire;
			 float2 _TileSpeed;
			 float _FireIntensity;
			 sampler2D _Specular;
			 float _Smoothness;

			void surf(Input i , inout SurfaceOutputStandardSpecular o)
			{
				o.Normal = UnpackNormal(tex2D(_Normals, i.uv_texcoord));//UnpackNormal 函数来获取对应像素的法向值
				o.Albedo = tex2D(_Albedo, i.uv_texcoord).rgb;
				float2 panner16 = (_Time.x * _TileSpeed + i.uv_texcoord);
				o.Emission = ((tex2D(_Mask, i.uv_texcoord) * tex2D(_TileableFire, panner16)) * (_FireIntensity * (_SinTime.w + 1.5))).rgb;
				o.Specular = tex2D(_Specular, i.uv_texcoord).rgb;
				o.Smoothness = _Smoothness;
				o.Alpha = 1;
			}
			ENDCG
		}
			Fallback "Diffuse"
}

Amplify 示意图

https://img-blog.csdnimg.cn/20191219160753935.png?x-oss-process=image/watermark,type_ZmFuZ3poZW5naGVpdGk,shadow_10,text_aHR0cHM6Ly9ibG9nLmNzZG4ubmV0L3FxXzQwMTIwOTQ2,size_16,color_FFFFFF,t_70


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