效果如图:
Dis能控制颜色过度的距离
StartPoint能控制颜色覆盖的高度
Tint能控制颜色,如图中的绿色,也可选其他颜色
UnderInfluence能控制颜色的深浅
代码:
Shader "Custom/11"
{
Properties
{
_Color ("Color", Color) = (1,1,1,1)
_MainTex ("Albedo (RGB)", 2D) = "white" {}
_Glossiness ("Smoothness", Range(0,1)) = 0.5
_Metallic ("Metallic", Range(0,1)) = 0.0
_Dis("Dis",Range(0.1,10))=1
_StartPoint("StartPoint",Range(-10,10))=1
_Tint("Tint",Color)=(1,1,1,1)
_UnderInfluence("UnderInfluence",Range(0,1))=0
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 200
CGPROGRAM
#pragma surface surf Standard fullforwardshadows
#pragma target 3.0
sampler2D _MainTex;
fixed4 _Tint;
half _StartPoint;
half _Dis;
half _UnderInfluence;
struct Input
{
float2 uv_MainTex;
float3 worldPos;
};
half _Glossiness;
half _Metallic;
fixed4 _Color;
UNITY_INSTANCING_BUFFER_START(Props)
UNITY_INSTANCING_BUFFER_END(Props)
void surf (Input IN, inout SurfaceOutputStandard o)
{
float temp = saturate((IN.worldPos.y + _StartPoint) * _Dis);
fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
float clampTemp = clamp(temp, _UnderInfluence, 1);
fixed4 color = lerp(_Tint, c, clampTemp);
o.Albedo = color.rgb;
o.Metallic = _Metallic;
o.Smoothness = _Glossiness;
o.Alpha = c.a;
}
ENDCG
}
FallBack "Diffuse"
}
由于这是根据世界坐标的y轴的值进行颜色覆盖的,所以物体的世界坐标的y值不一样的化,颜色覆盖物体的范围也不一样。
扩展:可将控制颜色的Tint改为一张纹理贴图,最后的效果就是纹理之间的融合了,有兴趣的可以自行去试试。