Unity 5.4 新功能:光照探头代理体
Unity 5.4已经进入到Beta阶段,其中的一个突出功能是光照探头代理体(LPPV)。在这里将会向大家介绍什么是LPPV,并且通过一些小实验来演示它是如何进行工作的。
Shader "Particles/AdditiveLPPV" {
Properties
{
_MainTex ("Particle Texture", 2D) = "white" {}
_TintColor ("Tint Color", Color) = (0.5,0.5,0.5,0.5)
}
Category
{
Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"}
Blend SrcAlpha One
ColorMask RGB
Cull Off Lighting Off ZWrite Off
SubShader
{
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_particles
#pragma multi_compile_fog
// Don’t forget to specify the target
#pragma target 3.0
#include "UnityCG.cginc"
// You have to include this header to have access to ShadeSHPerPixel
#include "UnityStandardUtils.cginc"
fixed4 _TintColor;
sampler2D _MainTex;
struct appdata_t
{
float4 vertex : POSITION;
float3 normal : NORMAL;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
};
struct v2f
{
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
UNITY_FOG_COORDS(1)
float3 worldPos : TEXCOORD2;
float3 worldNormal : TEXCOORD3;
};
float4 _MainTex_ST;
v2f vert (appdata_t v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.worldNormal = UnityObjectToWorldNormal(v.normal);
o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
o.color = v.color;
o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex);
UNITY_TRANSFER_FOG(o,o.vertex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
half3 currentAmbient = half3(0, 0, 0);
half3 ambient = ShadeSHPerPixel(i.worldNormal, currentAmbient, i.worldPos);
fixed4 col = _TintColor * i.color * tex2D(_MainTex, i.texcoord);
>col.xyz += ambient;
UNITY_APPLY_FOG_COLOR(i.fogCoord, col, fixed4(0,0,0,0)); // fog towards black due to our blend mode
return col;
}
ENDCG
}
}
}
}