xi/Assets/mat/GlowStoneShader.shader
2024-11-27 22:09:59 +08:00

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Shader "Custom/GlowStoneShader"
{
Properties
{
_Color ("Main Color", Color) = (1, 1, 1, 1) // 主颜色(矿石的基本颜色)
_EmissionColor ("Emission Color", Color) = (1, 1, 1, 1) // 发光颜色
_MainTex ("Base Texture", 2D) = "white" { } // 基本纹理
}
SubShader
{
Tags { "RenderType"="Opaque" }
Pass
{
Name "FORWARD"
Tags { "LightMode"="ForwardBase" }
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_fog
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float3 normal : NORMAL;
float2 uv : TEXCOORD0;
};
struct v2f
{
float4 pos : POSITION;
float3 normal : TEXCOORD0;
float2 uv : TEXCOORD1;
float4 fog : FOG;
};
uniform float4 _Color;
uniform float4 _EmissionColor;
sampler2D _MainTex;
float4 _MainTex_ST;
v2f vert(appdata v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.normal = v.normal;
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
return o;
}
half4 frag(v2f i) : SV_Target
{
// 基本纹理采样
half4 texColor = tex2D(_MainTex, i.uv) * _Color;
// 计算发光颜色
half4 emission = _EmissionColor;
// 将发光颜色与基础纹理颜色合成
half4 finalColor = texColor + emission;
// 输出最终颜色
return finalColor;
}
ENDCG
}
}
FallBack "Diffuse"
}