热成像效果

作者:追风剑情 发布于:2024-12-2 17:47 分类:Unity3d

这里直接在标准着色器(Standard.shader)代码中添加模板测试实现。

1、创建两个Shader

33333.png

2、StandardPlayer.shader

挂在玩家模型身上。

// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)

Shader "StandardPlayer"
{
    Properties
    {
        _Color("Color", Color) = (1,1,1,1)
        _MainTex("Albedo", 2D) = "white" {}

        _Cutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5

        _Glossiness("Smoothness", Range(0.0, 1.0)) = 0.5
        _GlossMapScale("Smoothness Scale", Range(0.0, 1.0)) = 1.0
        [Enum(Metallic Alpha,0,Albedo Alpha,1)] _SmoothnessTextureChannel ("Smoothness texture channel", Float) = 0

        [Gamma] _Metallic("Metallic", Range(0.0, 1.0)) = 0.0
        _MetallicGlossMap("Metallic", 2D) = "white" {}

        [ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 1.0
        [ToggleOff] _GlossyReflections("Glossy Reflections", Float) = 1.0

        _BumpScale("Scale", Float) = 1.0
        [Normal] _BumpMap("Normal Map", 2D) = "bump" {}

        _Parallax ("Height Scale", Range (0.005, 0.08)) = 0.02
        _ParallaxMap ("Height Map", 2D) = "black" {}

        _OcclusionStrength("Strength", Range(0.0, 1.0)) = 1.0
        _OcclusionMap("Occlusion", 2D) = "white" {}

        _EmissionColor("Color", Color) = (0,0,0)
        _EmissionMap("Emission", 2D) = "white" {}

        _DetailMask("Detail Mask", 2D) = "white" {}

        _DetailAlbedoMap("Detail Albedo x2", 2D) = "grey" {}
        _DetailNormalMapScale("Scale", Float) = 1.0
        [Normal] _DetailNormalMap("Normal Map", 2D) = "bump" {}

        [Enum(UV0,0,UV1,1)] _UVSec ("UV Set for secondary textures", Float) = 0


        // Blending state
        [HideInInspector] _Mode ("__mode", Float) = 0.0
        [HideInInspector] _SrcBlend ("__src", Float) = 1.0
        [HideInInspector] _DstBlend ("__dst", Float) = 0.0
        [HideInInspector] _ZWrite ("__zw", Float) = 1.0
    }

    CGINCLUDE
        #define UNITY_SETUP_BRDF_INPUT MetallicSetup
    ENDCG

    SubShader
    {
        Tags { "RenderType"="Opaque" "PerformanceChecks"="False" }
        LOD 300

        // ------------------------------------------------------------------
        //  Base forward pass (directional light, emission, lightmaps, ...)
        Pass
        {
            Name "FORWARD"
            Tags { "LightMode" = "ForwardBase" }

            Blend [_SrcBlend] [_DstBlend]
            ZWrite [_ZWrite]

            Stencil
            {
                Ref 2
                Comp Always //Always、LEqual、GEqual
                Pass Replace
            }

            CGPROGRAM
            #pragma target 3.0

            // -------------------------------------

            #pragma shader_feature_local _NORMALMAP
            #pragma shader_feature_local _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
            #pragma shader_feature_fragment _EMISSION
            #pragma shader_feature_local _METALLICGLOSSMAP
            #pragma shader_feature_local_fragment _DETAIL_MULX2
            #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
            #pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF
            #pragma shader_feature_local_fragment _GLOSSYREFLECTIONS_OFF
            #pragma shader_feature_local _PARALLAXMAP

            #pragma multi_compile_fwdbase
            #pragma multi_compile_fog
            #pragma multi_compile_instancing
            // Uncomment the following line to enable dithering LOD crossfade. Note: there are more in the file to uncomment for other passes.
            //#pragma multi_compile _ LOD_FADE_CROSSFADE

            #pragma vertex vertBase
            #pragma fragment fragBase
            #include "UnityStandardCoreForward.cginc"
            ENDCG
        }

        // ------------------------------------------------------------------
        //  Additive forward pass (one light per pass)
        Pass
        {
            Name "FORWARD_DELTA"
            Tags { "LightMode" = "ForwardAdd" }
            Blend [_SrcBlend] One
            Fog { Color (0,0,0,0) } // in additive pass fog should be black
            ZWrite Off
            ZTest LEqual

            CGPROGRAM
            #pragma target 3.0

            // -------------------------------------


            #pragma shader_feature_local _NORMALMAP
            #pragma shader_feature_local _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
            #pragma shader_feature_local _METALLICGLOSSMAP
            #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
            #pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF
            #pragma shader_feature_local_fragment _DETAIL_MULX2
            #pragma shader_feature_local _PARALLAXMAP

            #pragma multi_compile_fwdadd_fullshadows
            #pragma multi_compile_fog
            // Uncomment the following line to enable dithering LOD crossfade. Note: there are more in the file to uncomment for other passes.
            //#pragma multi_compile _ LOD_FADE_CROSSFADE

            #pragma vertex vertAdd
            #pragma fragment fragAdd
            #include "UnityStandardCoreForward.cginc"

            ENDCG
        }
        // ------------------------------------------------------------------
        //  Shadow rendering pass
        Pass {
            Name "ShadowCaster"
            Tags { "LightMode" = "ShadowCaster" }

            ZWrite On ZTest LEqual

            CGPROGRAM
            #pragma target 3.0

            // -------------------------------------


            #pragma shader_feature_local _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
            #pragma shader_feature_local _METALLICGLOSSMAP
            #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
            #pragma shader_feature_local _PARALLAXMAP
            #pragma multi_compile_shadowcaster
            #pragma multi_compile_instancing
            // Uncomment the following line to enable dithering LOD crossfade. Note: there are more in the file to uncomment for other passes.
            //#pragma multi_compile _ LOD_FADE_CROSSFADE

            #pragma vertex vertShadowCaster
            #pragma fragment fragShadowCaster

            #include "UnityStandardShadow.cginc"

            ENDCG
        }
        // ------------------------------------------------------------------
        //  Deferred pass
        Pass
        {
            Name "DEFERRED"
            Tags { "LightMode" = "Deferred" }

            CGPROGRAM
            #pragma target 3.0
            #pragma exclude_renderers nomrt


            // -------------------------------------

            #pragma shader_feature_local _NORMALMAP
            #pragma shader_feature_local _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
            #pragma shader_feature_fragment _EMISSION
            #pragma shader_feature_local _METALLICGLOSSMAP
            #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
            #pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF
            #pragma shader_feature_local_fragment _DETAIL_MULX2
            #pragma shader_feature_local _PARALLAXMAP

            #pragma multi_compile_prepassfinal
            #pragma multi_compile_instancing
            // Uncomment the following line to enable dithering LOD crossfade. Note: there are more in the file to uncomment for other passes.
            //#pragma multi_compile _ LOD_FADE_CROSSFADE

            #pragma vertex vertDeferred
            #pragma fragment fragDeferred

            #include "UnityStandardCore.cginc"

            ENDCG
        }

        // ------------------------------------------------------------------
        // Extracts information for lightmapping, GI (emission, albedo, ...)
        // This pass it not used during regular rendering.
        Pass
        {
            Name "META"
            Tags { "LightMode"="Meta" }

            Cull Off

            CGPROGRAM
            #pragma vertex vert_meta
            #pragma fragment frag_meta

            #pragma shader_feature_fragment _EMISSION
            #pragma shader_feature_local _METALLICGLOSSMAP
            #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
            #pragma shader_feature_local_fragment _DETAIL_MULX2
            #pragma shader_feature EDITOR_VISUALIZATION

            #include "UnityStandardMeta.cginc"
            ENDCG
        }
    }

    SubShader
    {
        Tags { "RenderType"="Opaque" "PerformanceChecks"="False" }
        LOD 150

        // ------------------------------------------------------------------
        //  Base forward pass (directional light, emission, lightmaps, ...)
        Pass
        {
            Name "FORWARD"
            Tags { "LightMode" = "ForwardBase" }

            Blend [_SrcBlend] [_DstBlend]
            ZWrite [_ZWrite]

            CGPROGRAM
            #pragma target 2.0

            #pragma shader_feature_local _NORMALMAP
            #pragma shader_feature_local _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
            #pragma shader_feature_fragment _EMISSION
            #pragma shader_feature_local _METALLICGLOSSMAP
            #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
            #pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF
            #pragma shader_feature_local_fragment _GLOSSYREFLECTIONS_OFF
            // SM2.0: NOT SUPPORTED shader_feature_local _DETAIL_MULX2
            // SM2.0: NOT SUPPORTED shader_feature_local _PARALLAXMAP

            #pragma skip_variants SHADOWS_SOFT DIRLIGHTMAP_COMBINED

            #pragma multi_compile_fwdbase
            #pragma multi_compile_fog

            #pragma vertex vertBase
            #pragma fragment fragBase
            #include "UnityStandardCoreForward.cginc"

            ENDCG
        }
        // ------------------------------------------------------------------
        //  Additive forward pass (one light per pass)
        Pass
        {
            Name "FORWARD_DELTA"
            Tags { "LightMode" = "ForwardAdd" }
            Blend [_SrcBlend] One
            Fog { Color (0,0,0,0) } // in additive pass fog should be black
            ZWrite Off
            ZTest LEqual

            CGPROGRAM
            #pragma target 2.0

            #pragma shader_feature_local _NORMALMAP
            #pragma shader_feature_local _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
            #pragma shader_feature_local _METALLICGLOSSMAP
            #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
            #pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF
            #pragma shader_feature_local_fragment _DETAIL_MULX2
            // SM2.0: NOT SUPPORTED shader_feature_local _PARALLAXMAP
            #pragma skip_variants SHADOWS_SOFT

            #pragma multi_compile_fwdadd_fullshadows
            #pragma multi_compile_fog

            #pragma vertex vertAdd
            #pragma fragment fragAdd
            #include "UnityStandardCoreForward.cginc"

            ENDCG
        }
        // ------------------------------------------------------------------
        //  Shadow rendering pass
        Pass {
            Name "ShadowCaster"
            Tags { "LightMode" = "ShadowCaster" }

            ZWrite On ZTest LEqual

            CGPROGRAM
            #pragma target 2.0

            #pragma shader_feature_local _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
            #pragma shader_feature_local _METALLICGLOSSMAP
            #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
            #pragma skip_variants SHADOWS_SOFT
            #pragma multi_compile_shadowcaster

            #pragma vertex vertShadowCaster
            #pragma fragment fragShadowCaster

            #include "UnityStandardShadow.cginc"

            ENDCG
        }

        // ------------------------------------------------------------------
        // Extracts information for lightmapping, GI (emission, albedo, ...)
        // This pass it not used during regular rendering.
        Pass
        {
            Name "META"
            Tags { "LightMode"="Meta" }

            Cull Off

            CGPROGRAM
            #pragma vertex vert_meta
            #pragma fragment frag_meta

            #pragma shader_feature_fragment _EMISSION
            #pragma shader_feature_local _METALLICGLOSSMAP
            #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
            #pragma shader_feature_local_fragment _DETAIL_MULX2
            #pragma shader_feature EDITOR_VISUALIZATION

            #include "UnityStandardMeta.cginc"
            ENDCG
        }
    }


    FallBack "VertexLit"
    CustomEditor "StandardShaderGUI"
}  

3、StandardEnvironment.shader

挂在环境物体上。

// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)

Shader "StandardEnvironment"
{
    Properties
    {
        _Color("Color", Color) = (1,1,1,1)
        _MainTex("Albedo", 2D) = "white" {}

        _Cutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5

        _Glossiness("Smoothness", Range(0.0, 1.0)) = 0.5
        _GlossMapScale("Smoothness Scale", Range(0.0, 1.0)) = 1.0
        [Enum(Metallic Alpha,0,Albedo Alpha,1)] _SmoothnessTextureChannel ("Smoothness texture channel", Float) = 0

        [Gamma] _Metallic("Metallic", Range(0.0, 1.0)) = 0.0
        _MetallicGlossMap("Metallic", 2D) = "white" {}

        [ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 1.0
        [ToggleOff] _GlossyReflections("Glossy Reflections", Float) = 1.0

        _BumpScale("Scale", Float) = 1.0
        [Normal] _BumpMap("Normal Map", 2D) = "bump" {}

        _Parallax ("Height Scale", Range (0.005, 0.08)) = 0.02
        _ParallaxMap ("Height Map", 2D) = "black" {}

        _OcclusionStrength("Strength", Range(0.0, 1.0)) = 1.0
        _OcclusionMap("Occlusion", 2D) = "white" {}

        _EmissionColor("Color", Color) = (0,0,0)
        _EmissionMap("Emission", 2D) = "white" {}

        _DetailMask("Detail Mask", 2D) = "white" {}

        _DetailAlbedoMap("Detail Albedo x2", 2D) = "grey" {}
        _DetailNormalMapScale("Scale", Float) = 1.0
        [Normal] _DetailNormalMap("Normal Map", 2D) = "bump" {}

        [Enum(UV0,0,UV1,1)] _UVSec ("UV Set for secondary textures", Float) = 0


        // Blending state
        [HideInInspector] _Mode ("__mode", Float) = 0.0
        [HideInInspector] _SrcBlend ("__src", Float) = 1.0
        [HideInInspector] _DstBlend ("__dst", Float) = 0.0
        [HideInInspector] _ZWrite ("__zw", Float) = 1.0

        //热成像颜色
        _HotColor("Hot Color", Color) = (1, 0.6, 0.6, 1)
    }

    CGINCLUDE
        #define UNITY_SETUP_BRDF_INPUT MetallicSetup
    ENDCG

    SubShader
    {
        Tags { "RenderType"="Opaque" "PerformanceChecks"="False" }
        LOD 300

        // ------------------------------------------------------------------
        //  Base forward pass (directional light, emission, lightmaps, ...)
        Pass
        {
            Name "FORWARD"
            Tags { "LightMode" = "ForwardBase" }

            Blend [_SrcBlend] [_DstBlend]
            ZWrite [_ZWrite]

            Stencil
            {
                Ref 1
                Comp GEqual //Always、LEqual、GEqual
                Pass Keep //Replace、Keep
            }

            CGPROGRAM
            #pragma target 3.0

            // -------------------------------------

            #pragma shader_feature_local _NORMALMAP
            #pragma shader_feature_local _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
            #pragma shader_feature_fragment _EMISSION
            #pragma shader_feature_local _METALLICGLOSSMAP
            #pragma shader_feature_local_fragment _DETAIL_MULX2
            #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
            #pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF
            #pragma shader_feature_local_fragment _GLOSSYREFLECTIONS_OFF
            #pragma shader_feature_local _PARALLAXMAP

            #pragma multi_compile_fwdbase
            #pragma multi_compile_fog
            #pragma multi_compile_instancing
            // Uncomment the following line to enable dithering LOD crossfade. Note: there are more in the file to uncomment for other passes.
            //#pragma multi_compile _ LOD_FADE_CROSSFADE

            #pragma vertex vertBase
            #pragma fragment fragBase
            #include "UnityStandardCoreForward.cginc"

            ENDCG
        }

        Pass
        {
            Name "FORWARD"
            Tags { "LightMode" = "ForwardBase" "Queue" = "Transparent" "RenderType" = "Transparent" "IgnoreProjector" = "True" }

            //Blend [_SrcBlend] [_DstBlend]
            //Blend SrcAlpha OneMinusSrcAlpha
            //ZWrite [_ZWrite]
            Blend One Zero 
            ZWrite Off

            Stencil
            {
                Ref 1
                Comp Less //Always、LEqual、GEqual、Less
                Pass Keep //Replace、Keep
            }

            CGPROGRAM
            #pragma target 3.0

            // -------------------------------------

            #pragma shader_feature_local _NORMALMAP
            #pragma shader_feature_local _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
            #pragma shader_feature_fragment _EMISSION
            #pragma shader_feature_local _METALLICGLOSSMAP
            #pragma shader_feature_local_fragment _DETAIL_MULX2
            #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
            #pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF
            #pragma shader_feature_local_fragment _GLOSSYREFLECTIONS_OFF
            #pragma shader_feature_local _PARALLAXMAP

            #pragma multi_compile_fwdbase
            #pragma multi_compile_fog
            #pragma multi_compile_instancing
            // Uncomment the following line to enable dithering LOD crossfade. Note: there are more in the file to uncomment for other passes.
            //#pragma multi_compile _ LOD_FADE_CROSSFADE

            #pragma vertex vertBase
            #pragma fragment fragBase1
            #include "UnityStandardCoreForward.cginc"

            half4 _HotColor;

            half4 fragBase1 (VertexOutputForwardBase i) : SV_Target 
            {
                //UnityStandardCore.cginc
                half4 col = fragForwardBaseInternal(i);
                col *= _HotColor;
                return col;
            }
            ENDCG
        }

        // ------------------------------------------------------------------
        //  Additive forward pass (one light per pass)
        Pass
        {
            Name "FORWARD_DELTA"
            Tags { "LightMode" = "ForwardAdd" }
            Blend [_SrcBlend] One
            Fog { Color (0,0,0,0) } // in additive pass fog should be black
            ZWrite Off
            ZTest LEqual

            CGPROGRAM
            #pragma target 3.0

            // -------------------------------------


            #pragma shader_feature_local _NORMALMAP
            #pragma shader_feature_local _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
            #pragma shader_feature_local _METALLICGLOSSMAP
            #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
            #pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF
            #pragma shader_feature_local_fragment _DETAIL_MULX2
            #pragma shader_feature_local _PARALLAXMAP

            #pragma multi_compile_fwdadd_fullshadows
            #pragma multi_compile_fog
            // Uncomment the following line to enable dithering LOD crossfade. Note: there are more in the file to uncomment for other passes.
            //#pragma multi_compile _ LOD_FADE_CROSSFADE

            #pragma vertex vertAdd
            #pragma fragment fragAdd
            #include "UnityStandardCoreForward.cginc"

            ENDCG
        }
        // ------------------------------------------------------------------
        //  Shadow rendering pass
        Pass {
            Name "ShadowCaster"
            Tags { "LightMode" = "ShadowCaster" }

            ZWrite On ZTest LEqual

            CGPROGRAM
            #pragma target 3.0

            // -------------------------------------


            #pragma shader_feature_local _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
            #pragma shader_feature_local _METALLICGLOSSMAP
            #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
            #pragma shader_feature_local _PARALLAXMAP
            #pragma multi_compile_shadowcaster
            #pragma multi_compile_instancing
            // Uncomment the following line to enable dithering LOD crossfade. Note: there are more in the file to uncomment for other passes.
            //#pragma multi_compile _ LOD_FADE_CROSSFADE

            #pragma vertex vertShadowCaster
            #pragma fragment fragShadowCaster

            #include "UnityStandardShadow.cginc"

            ENDCG
        }
        // ------------------------------------------------------------------
        //  Deferred pass
        Pass
        {
            Name "DEFERRED"
            Tags { "LightMode" = "Deferred" }

            CGPROGRAM
            #pragma target 3.0
            #pragma exclude_renderers nomrt


            // -------------------------------------

            #pragma shader_feature_local _NORMALMAP
            #pragma shader_feature_local _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
            #pragma shader_feature_fragment _EMISSION
            #pragma shader_feature_local _METALLICGLOSSMAP
            #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
            #pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF
            #pragma shader_feature_local_fragment _DETAIL_MULX2
            #pragma shader_feature_local _PARALLAXMAP

            #pragma multi_compile_prepassfinal
            #pragma multi_compile_instancing
            // Uncomment the following line to enable dithering LOD crossfade. Note: there are more in the file to uncomment for other passes.
            //#pragma multi_compile _ LOD_FADE_CROSSFADE

            #pragma vertex vertDeferred
            #pragma fragment fragDeferred

            #include "UnityStandardCore.cginc"

            ENDCG
        }

        // ------------------------------------------------------------------
        // Extracts information for lightmapping, GI (emission, albedo, ...)
        // This pass it not used during regular rendering.
        Pass
        {
            Name "META"
            Tags { "LightMode"="Meta" }

            Cull Off

            CGPROGRAM
            #pragma vertex vert_meta
            #pragma fragment frag_meta

            #pragma shader_feature_fragment _EMISSION
            #pragma shader_feature_local _METALLICGLOSSMAP
            #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
            #pragma shader_feature_local_fragment _DETAIL_MULX2
            #pragma shader_feature EDITOR_VISUALIZATION

            #include "UnityStandardMeta.cginc"
            ENDCG
        }
    }

    SubShader
    {
        Tags { "RenderType"="Opaque" "PerformanceChecks"="False" }
        LOD 150

        // ------------------------------------------------------------------
        //  Base forward pass (directional light, emission, lightmaps, ...)
        Pass
        {
            Name "FORWARD"
            Tags { "LightMode" = "ForwardBase" }

            Blend [_SrcBlend] [_DstBlend]
            ZWrite [_ZWrite]

            CGPROGRAM
            #pragma target 2.0

            #pragma shader_feature_local _NORMALMAP
            #pragma shader_feature_local _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
            #pragma shader_feature_fragment _EMISSION
            #pragma shader_feature_local _METALLICGLOSSMAP
            #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
            #pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF
            #pragma shader_feature_local_fragment _GLOSSYREFLECTIONS_OFF
            // SM2.0: NOT SUPPORTED shader_feature_local _DETAIL_MULX2
            // SM2.0: NOT SUPPORTED shader_feature_local _PARALLAXMAP

            #pragma skip_variants SHADOWS_SOFT DIRLIGHTMAP_COMBINED

            #pragma multi_compile_fwdbase
            #pragma multi_compile_fog

            #pragma vertex vertBase
            #pragma fragment fragBase
            #include "UnityStandardCoreForward.cginc"

            ENDCG
        }
        // ------------------------------------------------------------------
        //  Additive forward pass (one light per pass)
        Pass
        {
            Name "FORWARD_DELTA"
            Tags { "LightMode" = "ForwardAdd" }
            Blend [_SrcBlend] One
            Fog { Color (0,0,0,0) } // in additive pass fog should be black
            ZWrite Off
            ZTest LEqual

            CGPROGRAM
            #pragma target 2.0

            #pragma shader_feature_local _NORMALMAP
            #pragma shader_feature_local _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
            #pragma shader_feature_local _METALLICGLOSSMAP
            #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
            #pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF
            #pragma shader_feature_local_fragment _DETAIL_MULX2
            // SM2.0: NOT SUPPORTED shader_feature_local _PARALLAXMAP
            #pragma skip_variants SHADOWS_SOFT

            #pragma multi_compile_fwdadd_fullshadows
            #pragma multi_compile_fog

            #pragma vertex vertAdd
            #pragma fragment fragAdd
            #include "UnityStandardCoreForward.cginc"

            ENDCG
        }
        // ------------------------------------------------------------------
        //  Shadow rendering pass
        Pass {
            Name "ShadowCaster"
            Tags { "LightMode" = "ShadowCaster" }

            ZWrite On ZTest LEqual

            CGPROGRAM
            #pragma target 2.0

            #pragma shader_feature_local _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
            #pragma shader_feature_local _METALLICGLOSSMAP
            #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
            #pragma skip_variants SHADOWS_SOFT
            #pragma multi_compile_shadowcaster

            #pragma vertex vertShadowCaster
            #pragma fragment fragShadowCaster

            #include "UnityStandardShadow.cginc"

            ENDCG
        }

        // ------------------------------------------------------------------
        // Extracts information for lightmapping, GI (emission, albedo, ...)
        // This pass it not used during regular rendering.
        Pass
        {
            Name "META"
            Tags { "LightMode"="Meta" }

            Cull Off

            CGPROGRAM
            #pragma vertex vert_meta
            #pragma fragment frag_meta

            #pragma shader_feature_fragment _EMISSION
            #pragma shader_feature_local _METALLICGLOSSMAP
            #pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
            #pragma shader_feature_local_fragment _DETAIL_MULX2
            #pragma shader_feature EDITOR_VISUALIZATION

            #include "UnityStandardMeta.cginc"
            ENDCG
        }
    }


    FallBack "VertexLit"
    //CustomEditor "StandardShaderGUI"
    CustomEditor "StandardEnvironmentGUI"
}  

4、自定义 StandardEnvironment.shader 的 Inspector 面板

using UnityEditor;

namespace UnityEditor
{
    /// <summary>
    /// 自定义 Shader Inspector 面板
    /// 加在Shader的最后 CustomEditor "StandardEnvironmentGUI"
    /// 将此脚本放在Editor目录下
    /// </summary>
    internal class StandardEnvironmentGUI : ShaderGUI
    {
        public override void OnGUI(MaterialEditor materialEditor, MaterialProperty[] properties)
        {
            base.OnGUI(materialEditor, properties);
        }
    }
}  

5、在环境材质上设置热成像颜色

22222.png

效果

11111116.gif

标签: Unity3d

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