Unity3d Unity 3d环境光不影响公告牌着色器
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
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
}
}