我需要操纵着色器中特定区域的颜色。该区域为六边形,并在运行时由外部源确定。
我在着色器上使用了六边形纹理,我需要单独更改某些单元格的颜色。
我使用Unity3D Wiki的着色器,但我对着色器没有太多经验。
如果有人可以向我提供一个我可以弄清楚我会如何高兴的来源。
以下是我使用的着色器和链接
Shader "Custom/Shield"
{
Properties
{
_Color("_Color", Color) = (0.0,1.0,0.0,1.0)
_Inside("_Inside", Range(0.0,2.0) ) = 0.0
_Rim("_Rim", Range(0.0,1.0) ) = 1.2
_Texture("_Texture", 2D) = "white" {}
_Speed("_Speed", Range(0.5,5.0) ) = 0.5
_Tile("_Tile", Range(1.0,10.0) ) = 5.0
_Strength("_Strength", Range(0.0,5.0) ) = 1.5
}
SubShader
{
Tags
{
"Queue"="Transparent"
"IgnoreProjector"="True"
"RenderType"="Transparent"
}
Cull Back
ZWrite On
ZTest LEqual
CGPROGRAM
#pragma surface surf BlinnPhongEditor alpha vertex:vert
//#pragma target 3.0
fixed4 _Color;
sampler2D _CameraDepthTexture;
fixed _Inside;
fixed _Rim;
sampler2D _Texture;
fixed _Speed;
fixed _Tile;
fixed _Strength;
struct EditorSurfaceOutput
{
half3 Albedo;
half3 Normal;
half3 Emission;
half3 Gloss;
half Specular;
half Alpha;
};
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 + Luminance(spec);
return c;
}
inline half4 LightingBlinnPhongEditor (EditorSurfaceOutput s, half3 lightDir, half3 viewDir, half atten)
{
viewDir = normalize(viewDir);
half3 h = normalize (lightDir + viewDir);
half diff = max (0, dot (s.Normal, lightDir));
float nh = max (0, dot (s.Normal, h));
float3 spec = pow (nh, s.Specular*128.0) * s.Gloss;
half4 res;
res.rgb = _LightColor0.rgb * (diff * atten * 2.0);
res.w = spec * Luminance (_LightColor0.rgb);
return LightingBlinnPhongEditor_PrePass( s, res );
}
struct Input
{
float4 screenPos;
float3 viewDir;
float2 uv_Texture;
};
void vert (inout appdata_full v, out Input o)
{
UNITY_INITIALIZE_OUTPUT(Input,o);
}
void surf (Input IN, inout EditorSurfaceOutput o)
{
o.Albedo = fixed3(0.0,0.0,0.0);
o.Normal = fixed3(0.0,0.0,1.0);
o.Emission = 0.0;
o.Gloss = 0.0;
o.Specular = 0.0;
o.Alpha = 1.0;
float4 ScreenDepthDiff0= LinearEyeDepth (tex2Dproj(_CameraDepthTexture, UNITY_PROJ_COORD(IN.screenPos)).r) - IN.screenPos.z;
float4 Saturate0=fixed4(0.3,0.3,0.3,1.0);//
float4 Fresnel0_1_NoInput = fixed4(0,0,1,1);
float dNorm = 1.0 - dot(normalize(float4(IN.viewDir, 1.0).xyz), normalize(Fresnel0_1_NoInput.xyz) );
float4 Fresnel0 = float4(dNorm,dNorm,dNorm,dNorm);
float4 Step0=step(Fresnel0,float4( 1.0, 1.0, 1.0, 1.0 ));
float4 Clamp0=clamp(Step0,_Inside.xxxx,float4( 1.0, 1.0, 1.0, 1.0 ));
float4 Pow0=pow(Fresnel0,(_Rim).xxxx);
float4 Multiply5=_Time * _Speed.xxxx;
float4 UV_Pan0=float4((IN.uv_Texture.xyxy).x,(IN.uv_Texture.xyxy).y + Multiply5.x,(IN.uv_Texture.xyxy).z,(IN.uv_Texture.xyxy).w);
float4 Multiply1=UV_Pan0 * _Tile.xxxx;
float4 Tex2D0=tex2D(_Texture,Multiply1.xy);
float4 Multiply2=Tex2D0 * _Strength.xxxx;
float4 Multiply0=Pow0 * Multiply2;
float4 Multiply3=Clamp0 * Multiply0;
float4 Multiply4=Saturate0 * Multiply3;
o.Emission = Multiply3.xyz * _Color.rgb;
o.Alpha = Multiply3.w * _Color.a;
}
ENDCG
}
Fallback "Diffuse"
}
答案 0 :(得分:0)
着色器程序实际上可以包含更多参数(如矩阵,向量和浮点数),这些参数在运行时从代码中设置在材质上,但如果它们不属于“属性”块,则它们的值将不会保存。这对于完全由脚本代码驱动的值(使用Material.SetFloat和类似函数)非常有用。
来源:https://docs.unity3d.com/Manual/SL-Properties.html
您似乎必须使用不同颜色的独特材料。然后,您可以使用Material.SetColor()动态调整材质颜色。