Unity 一个面片的最大顶点数为65524,所以大于这个数,请拆分成多个面片1.获取汽车x轴的最大值和最小值[-2.5,2.5]+R !
Shader "Sbin/SurfaceShader" {
Properties{
_Glossiness("Smoothness", Range(0,1)) = 0.5
_Metallic("Metallic", Range(0,1)) = 0.0
_UpColor("UpColor",color) = (1,0,0,1)
_DownColor("DownColor",color) = (0,1,0,1)
_Center("Center",range(-0.7,0.7)) = 0
_R("R",range(0,0.5)) = 0.2
}
SubShader{
Tags{ "RenderType" = "Opaque" }
LOD 200
CGPROGRAM
#pragma surface surf Standard vertex:vert fullforwardshadows
//说明:pragma surface method1 Standard vertex:method2 fullforwardshadows
#pragma target 3.0
sampler2D _MainTex;
struct Input {
float2 uv_MainTex;
float x : TEXCOORD0;
};
half _Glossiness;
half _Metallic;
float4 _UpColor;
float4 _DownColor;
float _Center;
float _R;
void vert(inout appdata_full v,out Input o) {
o.uv_MainTex = v.texcoord.xy;
o.x = v.vertex.x;
}
void surf(Input IN, inout SurfaceOutputStandard o) {
fixed4 c = tex2D(_MainTex, IN.uv_MainTex);
o.Albedo = c.rgb;
o.Metallic = _Metallic;
o.Smoothness = _Glossiness;
o.Alpha = c.a;
float d = IN.x - _Center;//融合带
float s = abs(d);
d = d / s;//正负值分别描述上半部分和下半部分,取值1和-1
float f = s / _R; //范围>1:表示上下部分;范围<1:表示融合带
f = saturate(f);
d *= f;//表示全部[-1,1];范围>1:表示上部分;范围<1:表示融合带;范围<-1:表示下部分
d = d / 2 + 0.5;//将范围控制到[0,1],因为颜色值返回就是[0,1]
o.Albedo += lerp(_UpColor,_DownColor,d);
}
ENDCG
}
FallBack "Diffuse"
}
效果: