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今天要做一个毛球的效果
核心的算法通过多个pass,从里到外一层一层的糊上一层透明diffuse,越靠外面的地方层次越少看起来越稀疏,越模糊
FurHelper.cginc
- struct v2f {
- float4 pos : SV_POSITION;
- half2 uv : TEXCOORD0;
- half2 uv1 : TEXCOORD1;
- fixed4 diff : COLOR;
- };
-
- float _FurLength;
- sampler2D _MainTex;
- float4 _MainTex_ST;
- sampler2D _FurTex;
- float4 _FurTex_ST;
- float _Blur;
-
- v2f vert(appdata_base v) {
- v2f o;
- v.vertex.xyz += v.normal * _FurLength * FURSTEP;
- o.pos = UnityObjectToClipPos(v.vertex);
- o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
- o.uv1 = TRANSFORM_TEX(v.texcoord, _FurTex);
- float3 worldNormal = normalize(mul(v.normal, (float3x3) unity_WorldToObject));
- o.diff = LambertDiffuse(worldNormal);
- o.diff.a = 1 -

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