请帮我写一个,unity使用的shader,HDRP渲染管线,需要贴一张颜色贴图,并且使模型永远朝向摄像机
时间: 2024-01-19 17:03:24 浏览: 175
以下是一个Unity使用的Shader,基于HDRP渲染管线,需要贴一张颜色贴图,并且使模型永远朝向摄像机的示例:
```
Shader "Custom/AlwaysFaceCamera_HDRP" {
Properties {
_MainTex ("Texture", 2D) = "white" {}
}
SubShader {
Tags {"Queue"="Transparent" "RenderType"="Transparent"}
Pass {
Name "MyPass"
HLSLPROGRAM
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/PBR.hlsl"
#pragma shader_feature_local _ALPHATEST_ON
#pragma shader_feature_local _SURFACE_TYPE_TRANSPARENT
Texture2D _MainTex;
SamplerState _MainTex_sampler;
struct a2v {
float4 vertex : SV_POSITION;
float2 uv : TEXCOORD0;
float3 normal : NORMAL;
};
struct v2f {
float2 uv : TEXCOORD0;
float3 worldNormal : TEXCOORD1;
float3 worldPosition : TEXCOORD2;
UNITY_FOG_COORDS(3)
float4 vertex : SV_POSITION;
};
v2f vert (a2v v) {
v2f o;
o.vertex = TransformWorldToHClip(v.vertex);
o.uv = v.uv;
o.worldNormal = v.normal;
o.worldPosition = mul(unity_ObjectToWorld, v.vertex).xyz;
UNITY_TRANSFER_FOG(o,o.vertex);
return o;
}
fixed4 frag (v2f i) : SV_Target {
float4 color = tex2D(_MainTex_sampler, _MainTex, i.uv);
float3 toCamera = normalize(_WorldSpaceCameraPos - i.worldPosition);
float3 worldNormal = normalize(i.worldNormal);
float3 forward = normalize(i.worldPosition - _WorldSpaceCameraPos);
float3 right = normalize(cross(worldNormal, forward));
float3 up = cross(forward, right);
float3x3 rotationMatrix = float3x3(right, up, forward);
float3 orientedDirection = mul(rotationMatrix, toCamera);
float angle = atan2(orientedDirection.x, orientedDirection.z);
float4 worldPos = mul(unity_ObjectToWorld, i.vertex);
worldPos.y += angle * 100.0;
return HDLitMaterial(color, 0, i.worldNormal, i.worldPosition, _WorldSpaceCameraPos, worldPos);
}
ENDHLSL
}
}
FallBack "Transparent"
}
```
这个Shader使用了HDRP的LitMaterial函数来进行光照计算。它计算了从顶点到摄像机的方向,并计算了将模型旋转到面向摄像机所需的角度。最后,它通过在Y轴上移动顶点来实现模型始终面向摄像机的效果。
在这个示例中,它使用了一个颜色贴图来作为模型的纹理。你可以根据自己的需要修改这个Shader以实现不同的效果。
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