Code : Tout sélectionner
Properties
{
_Daytime("Jour à nuit", Range(0,1) ) = 0
_Diffuse("Diffuse texture", 2D) = "white" {}
_Lightmap1("Lightmap Jour", 2D) = "gray" {}
_Ligthmap2("Lightmap Nuit", 2D) = "gray" {}
}
J'ai ensuite créé un slider GUI :
Code : Tout sélectionner
var sliderJourNuit : float = 0.0;
function OnGUI () {
sliderJourNuit = GUI.HorizontalSlider (Rect (20, 20, 100, 30), sliderJourNuit, 0.0, 1.0);
}
Code de tout le shader :
Code : Tout sélectionner
Shader "ShaderEditor/EditorShaderCache"
{
Properties
{
_Daytime("Jour à nuit", Range(0,1) ) = 0
_Diffuse("Diffuse texture", 2D) = "white" {}
_Lightmap1("Lightmap Jour", 2D) = "gray" {}
_Ligthmap2("Lightmap Nuit", 2D) = "gray" {}
}
SubShader
{
Tags
{
"Queue"="Geometry"
"IgnoreProjector"="False"
"RenderType"="Opaque"
}
Cull Back
ZWrite On
ZTest LEqual
ColorMask RGBA
Fog{
}
CGPROGRAM
#pragma surface surf BlinnPhongEditor vertex:vert
#pragma target 2.0
float _Daytime;
sampler2D _Diffuse;
sampler2D _Lightmap1;
sampler2D _Ligthmap2;
struct EditorSurfaceOutput {
half3 Albedo;
half3 Normal;
half3 Emission;
half3 Gloss;
half Specular;
half Alpha;
half4 Custom;
};
inline half4 LightingBlinnPhongEditor_PrePass (EditorSurfaceOutput s, half4 light)
{
half3 spec = light.a * s.Gloss;
half4 c;
c.rgb = (s.Albedo * light.rgb + light.rgb * spec);
c.a = s.Alpha;
return c;
}
inline half4 LightingBlinnPhongEditor (EditorSurfaceOutput s, half3 lightDir, half3 viewDir, half atten)
{
half3 h = normalize (lightDir + viewDir);
half diff = max (0, dot ( lightDir, s.Normal ));
float nh = max (0, dot (s.Normal, h));
float spec = pow (nh, s.Specular*128.0);
half4 res;
res.rgb = _LightColor0.rgb * diff;
res.w = spec * Luminance (_LightColor0.rgb);
res *= atten * 2.0;
return LightingBlinnPhongEditor_PrePass( s, res );
}
struct Input {
float2 uv_Diffuse;
float2 uv_Lightmap1;
float2 uv_Ligthmap2;
};
void vert (inout appdata_full v, out Input o) {
float4 VertexOutputMaster0_0_NoInput = float4(0,0,0,0);
float4 VertexOutputMaster0_1_NoInput = float4(0,0,0,0);
float4 VertexOutputMaster0_2_NoInput = float4(0,0,0,0);
float4 VertexOutputMaster0_3_NoInput = float4(0,0,0,0);
}
void surf (Input IN, inout EditorSurfaceOutput o) {
o.Normal = float3(0.0,0.0,1.0);
o.Alpha = 1.0;
o.Albedo = 0.0;
o.Emission = 0.0;
o.Gloss = 0.0;
o.Specular = 0.0;
o.Custom = 0.0;
float4 Tex2D0=tex2D(_Diffuse,(IN.uv_Diffuse.xyxy).xy);
float4 Tex2D1=tex2D(_Lightmap1,(IN.uv_Lightmap1.xyxy).xy);
float4 Tex2D2=tex2D(_Ligthmap2,(IN.uv_Ligthmap2.xyxy).xy);
float4 Lerp0=lerp(Tex2D1,Tex2D2,_Daytime.xxxx);
float4 Multiply0=Tex2D0 * Lerp0;
float4 Master0_1_NoInput = float4(0,0,1,1);
float4 Master0_2_NoInput = float4(0,0,0,0);
float4 Master0_3_NoInput = float4(0,0,0,0);
float4 Master0_4_NoInput = float4(0,0,0,0);
float4 Master0_5_NoInput = float4(1,1,1,1);
float4 Master0_7_NoInput = float4(0,0,0,0);
float4 Master0_6_NoInput = float4(1,1,1,1);
o.Albedo = Multiply0;
o.Normal = normalize(o.Normal);
}
ENDCG
}
Fallback "Diffuse"
}