Определяет верхнюю часть объекта в мировых координатах, смешивает нормалмап и диффузную текстуру у поверхности и снега.
И есть еще ползунок для контроля степени заснеженности.
Синтаксис:
Используется glsl
Shader "BasicSnow" {
Properties {
_Color ("Main Color", Color) = (1,1,1,1)
_SnowStr ("Snow Strength", Range (0.03, 1)) = 0.078125
_MainTex ("Base (RGB) Gloss (A)", 2D) = "white" {}
_SnowTex ("Base (RGB)", 2D) = "white" {}
_BumpMap ("Normalmap", 2D) = "bump" {}
_SnowBump ("Snow Normalmap", 2D) = "bump" {}
}
SubShader {
Tags { "RenderType"="Opaque" }
LOD 400
CGPROGRAM
#pragma surface surf BlinnPhong vertex:vert
#pragma target 3.0
#include "UnityCG.cginc"
sampler2D _MainTex;
sampler2D _BumpMap;
sampler2D _SnowBump;
sampler2D _SnowTex;
float _SnowStr;
struct Input {
float2 uv_MainTex;
float2 uv_SnowBump;
float snowFactor;
};
void vert (inout appdata_full v, out Input o) {
float3 normal = mul(_Object2World,float4(v.normal,0));
o.snowFactor = dot(normal, float3(0, 1, 0));
}
void surf (Input IN, inout SurfaceOutput o) {
half4 tex = tex2D(_MainTex, IN.uv_MainTex);
o.Albedo = tex.rgb;
o.Alpha = tex.a;
half4 snowtex = tex2D(_SnowTex, IN.uv_SnowBump);
o.Albedo = lerp(o.Albedo, snowtex, IN.snowFactor*_SnowStr);
o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_MainTex));
float3 snowNormal = UnpackNormal(tex2D(_SnowBump, IN.uv_SnowBump));
o.Normal = lerp(o.Normal, snowNormal, IN.snowFactor*_SnowStr);
}
ENDCG
}
FallBack "Specular"
}
Properties {
_Color ("Main Color", Color) = (1,1,1,1)
_SnowStr ("Snow Strength", Range (0.03, 1)) = 0.078125
_MainTex ("Base (RGB) Gloss (A)", 2D) = "white" {}
_SnowTex ("Base (RGB)", 2D) = "white" {}
_BumpMap ("Normalmap", 2D) = "bump" {}
_SnowBump ("Snow Normalmap", 2D) = "bump" {}
}
SubShader {
Tags { "RenderType"="Opaque" }
LOD 400
CGPROGRAM
#pragma surface surf BlinnPhong vertex:vert
#pragma target 3.0
#include "UnityCG.cginc"
sampler2D _MainTex;
sampler2D _BumpMap;
sampler2D _SnowBump;
sampler2D _SnowTex;
float _SnowStr;
struct Input {
float2 uv_MainTex;
float2 uv_SnowBump;
float snowFactor;
};
void vert (inout appdata_full v, out Input o) {
float3 normal = mul(_Object2World,float4(v.normal,0));
o.snowFactor = dot(normal, float3(0, 1, 0));
}
void surf (Input IN, inout SurfaceOutput o) {
half4 tex = tex2D(_MainTex, IN.uv_MainTex);
o.Albedo = tex.rgb;
o.Alpha = tex.a;
half4 snowtex = tex2D(_SnowTex, IN.uv_SnowBump);
o.Albedo = lerp(o.Albedo, snowtex, IN.snowFactor*_SnowStr);
o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_MainTex));
float3 snowNormal = UnpackNormal(tex2D(_SnowBump, IN.uv_SnowBump));
o.Normal = lerp(o.Normal, snowNormal, IN.snowFactor*_SnowStr);
}
ENDCG
}
FallBack "Specular"
}