Shader "Custom/snowMaterial"
{
Properties
{
_Color ("Color", Color) = (1,1,1,1)
_MainTex ("Albedo (RGB)", 2D) = "white" {}
_NormalTex("NormalTex",2D)="bump"{}
_SnowTex("SnowTex",2D)="white"{}
_SnowDir("SnowDir",vector)=(0,1,0,0)
_SnowAmount("SnowAmount",Range(0,2))=1
_SnowNormal("SnowNormal",2D)="bump"{}
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 200
CGPROGRAM
// Physically based Standard lighting model, and enable shadows on all light types
#pragma surface surf StandardSpecular fullforwardshadows
// Use shader model 3.0 target, to get nicer looking lighting
#pragma target 3.0
sampler2D _MainTex;
sampler2D _NormalTex;
sampler2D _SnowTex;
sampler2D _SnowNormal;
struct Input
{
float2 uv_MainTex;
float2 uv_NormalTex;
float2 uv_SnowTex;
float2 uv_SnowNormal;
float3 worldNormal;
INTERNAL_DATA
};
half _Glossiness;
half _Metallic;
half _SnowAmount;
fixed4 _Color;
float4 _SnowDir;
// Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader.
// See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing.
// #pragma instancing_options assumeuniformscaling
UNITY_INSTANCING_BUFFER_START(Props)
// put more per-instance properties here
UNITY_INSTANCING_BUFFER_END(Props)
void surf (Input IN, inout SurfaceOutputStandardSpecular o)
{
float3 normalTex=UnpackNormal(tex2D(_NormalTex,IN.uv_NormalTex));
float3 SnowNormal=UnpackNormal(tex2D(_SnowNormal,IN.uv_SnowNormal));
fixed3 wNormal=WorldNormalVector(IN,(0,0,1));//计算顶点的世界法线
// Albedo comes from a texture tinted by color
fixed3 finalNoraml=lerp(normalTex,SnowNormal,saturate(dot(wNormal,_SnowDir.xyz))*_SnowAmount);
o.Normal=finalNoraml;
fixed3 fwNormal=WorldNormalVector(IN,finalNoraml);
float lerpVal=saturate(dot(fwNormal,_SnowDir.xyz ));
fixed4 c =lerp( tex2D (_MainTex, IN.uv_MainTex) * _Color,tex2D(_SnowTex,IN.uv_SnowTex),lerpVal*_SnowAmount);
o.Albedo = c.rgb;
// Metallic and smoothness come from slider variables
o.Smoothness = _Glossiness;
o.Alpha = c.a;
}
ENDCG
}
FallBack "Diffuse"
}