我在这里要做的是,我想让这个hair变成黑色。我在检查器上更改了颜色色调但仍然无效。
到目前为止,这是我的头发着色器的代码:
Shader "Custom/Paul/Hair" {
Properties {
_MainTex ("Base (RGB) Trans (A)", 2D) = "white" {}
_Color ("Color Tint", Color) = (1,1,1,1)
}
SubShader {
Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"}
LOD 100
ZWrite off
Lighting Off
Blend SrcAlpha OneMinusSrcAlpha
Cull back
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_fog
#include "UnityCG.cginc"
struct appdata_t {
float4 vertex : POSITION;
float2 texcoord : TEXCOORD0;
};
struct v2f {
float4 vertex : SV_POSITION;
half2 texcoord : TEXCOORD0;
UNITY_FOG_COORDS(1)
half4 color: COLOR;
};
sampler2D _MainTex;
float4 _MainTex_ST;
v2f vert (appdata_t v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
UNITY_TRANSFER_FOG(o,o.vertex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed4 col = tex2D(_MainTex, i.texcoord);
//fixed4 col = tex2D(_MainTex, i.texcoord) * _Color;
UNITY_APPLY_FOG(i.fogCoord, col);
return col;
}
ENDCG
}
}
}
我尝试更改属性中的颜色色调但不会改变头发的颜色。有没有办法在着色器属性中动态更改头发颜色,甚至不在着色器属性中,甚至只在代码上。抱歉我的英语不好。
还有一件事。我没有任何错误。
答案 0 :(得分:0)
我最终做了这件事。
Shader "Custom/Paul/Hair" {
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_Color("Color", Color) = (1,1,1,1)
}
SubShader
{
Tags{ "Queue" = "AlphaTest" "RenderType" = "TransparentCutout" "IgnoreProjector" = "True" }
LOD 100
Blend SrcAlpha OneMinusSrcAlpha
ZWrite off
Lighting Off
Cull back
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float4 vertex : SV_POSITION;
half2 uv : TEXCOORD0;
};
float4 _MainTex_ST;
sampler2D _MainTex;
fixed4 _Color;
v2f vert (appdata v)
{
v2f o = (v2f)0;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
o.uv = v.uv;
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed4 col = tex2D(_MainTex, i.uv) * _Color;
return col;
}
ENDCG
}
}
这可能有助于遇到与我相同问题的其他人。