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Unity3d Unity 3d环境光不影响公告牌着色器_Unity3d_3d_Shader_Light_Ambient - Fatal编程技术网

Unity3d Unity 3d环境光不影响公告牌着色器

Unity3d Unity 3d环境光不影响公告牌着色器,unity3d,3d,shader,light,ambient,Unity3d,3d,Shader,Light,Ambient,我有一个广告牌着色器,但问题是无论环境光是黑色还是白色,我的广告牌平面总是明亮的。unity环境光是否可能影响公告牌着色器。请帮忙 Shader "Unlit/Billboard" { 性质 { _MainTex(“纹理”,2D)=“白色”{} } 子阴影 { 标记{“Queue”=“Transparent”“IgnoreProjector”=“True”“RenderType”=“Transparent”“DisableBatching”=“True”} }顾名思义,“u

我有一个广告牌着色器,但问题是无论环境光是黑色还是白色,我的广告牌平面总是明亮的。unity环境光是否可能影响公告牌着色器。请帮忙

Shader "Unlit/Billboard"
{ 性质 { _MainTex(“纹理”,2D)=“白色”{} } 子阴影 { 标记{“Queue”=“Transparent”“IgnoreProjector”=“True”“RenderType”=“Transparent”“DisableBatching”=“True”}

}

顾名思义,“unlight/Billboard”着色器是unlight。这意味着它在渲染时不会考虑灯光。如果您希望广告牌与环境光交互,您需要找到另一个具有此效果的着色器,或者自己修改它。

我认为这对您有所帮助
    ZWrite Off
    Blend SrcAlpha OneMinusSrcAlpha

    Pass
    {
        CGPROGRAM
        #pragma vertex vert
        #pragma fragment frag
        // make fog work
        #pragma multi_compile_fog

        #include "UnityCG.cginc"

        struct appdata
        {
            float4 vertex : POSITION;
            float2 uv : TEXCOORD0;
        };

        struct v2f
        {
            float2 uv : TEXCOORD0;
            UNITY_FOG_COORDS(1)
            float4 pos : SV_POSITION;
        };

        sampler2D _MainTex;
        float4 _MainTex_ST;
        
        v2f vert (appdata v)
        {
            v2f o;
            o.pos = UnityObjectToClipPos(v.vertex);
            o.uv = v.uv.xy;

            // billboard mesh towards camera
            float3 vpos = mul((float3x3)unity_ObjectToWorld, v.vertex.xyz);
            float4 worldCoord = float4(unity_ObjectToWorld._m03, unity_ObjectToWorld._m13, unity_ObjectToWorld._m23, 1);
            float4 viewPos = mul(UNITY_MATRIX_V, worldCoord) + float4(vpos, 0);
            float4 outPos = mul(UNITY_MATRIX_P, viewPos);

            o.pos = outPos;

            UNITY_TRANSFER_FOG(o,o.vertex);
            return o;
        }
        
        fixed4 frag (v2f i) : SV_Target
        {
            // sample the texture
            fixed4 col = tex2D(_MainTex, i.uv);
            // apply fog
            UNITY_APPLY_FOG(i.fogCoord, col);
            return col;
        }
        ENDCG
    }
}