我正在为unity3d编写一个着色器,我想指定着色器的属性,例如 -
Shader "GraphicsQuality/MediumScan" {
Properties {
_Color ("Main Color", Color) = (1,1,1,1)
_SpecColor ("Specular Color", Color) = (0.5,0.5,0.5,1)
_Shininess ("Shininess", Range (0.01, 1)) = 0.078125
_MainTex ("Base (RGB) RefStrGloss (A)", 2D) = "white" {}
_BumpMap ("Normalmap", 2D) = "bump" {}
_RimColor ("Rim Color", Color) = (0.48,0.78,1.0,0.0)
_RimPower ("Rim Power", Range(0,8.0)) = 3.0
}
但是这些属性是用于颜色,范围,浮点等但我想输入一个布尔值我该怎么做呢我试过像 -
Properties{
_MainTex ("Particle Texture", 2D) = "white" {
_isBending("is Bending",bool) = true
}
SubShader{
Pass{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
sampler2D _MainTex;
bool _isBending;
.......continuing
但这不起作用我无法获得布尔属性“_isBending”而我在行中得到错误
_isBending("is Bending",bool) = true
答案 0 :(得分:12)
[MaterialToggle] _isBending("is Bending", Float) = 0
或
[Toggle] _isBending("is Bending", Float) = 0
至少你会有一个视觉切换按钮。
答案 1 :(得分:2)
Unity着色器属性不支持布尔值。要解决此问题,请尝试使用浮点数。 有关详细信息,请参阅此页面: http://docs.unity3d.com/Documentation/Components/SL-Properties.html