An exercise of writing surface shader with vertex function to achieve dynamic discoloration of the model and cube map reflection.
Shader "MyShader/CarPaint_SurfaceShader"
{
Properties
{
_MainColor("MainColor",Color) = (1,1,1,1)
_SecondColor("SecondColor",Color) = (1,1,1,1)
_Center("Center",Range(-0.7,0.7)) = 0
_Radius("R", Range(0,0.5)) = 0.2
_Glossiness ("Smoothness", Range(0,1)) = 0.5
_Metallic ("Metallic", Range(0,1)) = 0.0
_MainTex("Main Texture",2D) = ""{}
_CubeMap("Cube Map",Cube)=""{}
}
SubShader {
Tags { "RenderType"="Opaque" }
CGPROGRAM
// Physically based Standard lighting model, and enable shadows on all light types
#pragma surface surf Standard fullforwardshadows vertex:vert
#pragma target 3.5 // needs it for dx 11
float4 _MainColor;
float4 _SecondColor;
float _Center;
float _Radius;
half _Glossiness;
half _Metallic;
sampler2D _MainTex;
samplerCUBE _CubeMap;
struct Input
{
float2 uv_MainTex;
float3 R;
float z;
};
void vert(inout appdata_full v, out Input o)
{
// UNITY_INITIALIZE_OUTPUT(Input,o);
// or
o.uv_MainTex = v.texcoord.xy;
float3 V = -WorldSpaceViewDir(v.vertex);
// float3 V = mul(_Object2World,v.vertex).xyz - _WorldSpaceCameraPos.xyz;
// or
float3 N = normalize(mul(v.normal,(float3x3)unity_WorldToObject));
o.R = reflect(V,N);
o.z = v.vertex.z;// determine the direction the lerp
}
void surf (Input IN, inout SurfaceOutputStandard o) {
// Albedo comes from a texture tinted by color
fixed4 c = tex2D (_MainTex, IN.uv_MainTex);
fixed4 cubeMapCol = texCUBE(_CubeMap,IN.R);
// Combine texture color and the cubemap reflection color
o.Albedo = c.rgb + cubeMapCol.rgb;
// Metallic and smoothness come from slider variables
o.Metallic = _Metallic;
o.Smoothness = _Glossiness;
o.Alpha = c.a;
float d = IN.z - _Center;
float dLength = abs(d);
// Get 1 or -1 to determine the color on two sides
// the vertices > _Center, it will be 1
// the vertices < _Center, it will be -1
d = d / dLength;
// The pure level represents the _MainColor and _SecondColor value
// when the pureLevel increase, the blending between two color will increase
float pureLevel = dLength /_Radius;
pureLevel = saturate(pureLevel);
// This determine the negative or positive value
d *= pureLevel;
d = d * 0.5+0.5;
o.Albedo *= lerp(_MainColor, _SecondColor, d);
}
ENDCG
}
FallBack "Diffuse"
}
End –Cheng Gu