在层次结构中,我有3个游戏对象。
例如Cube如果我将在Inspector中更改Outline轮廓宽度,它将对所有三个对象也应用更改为Sphere and Cylinder。
但我希望如果我更改立方体上的轮廓宽度,它将仅为立方体更改它,如果我将更改球体的轮廓宽度,那么仅适用于球体。
这是着色器:
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Outlined/Silhouetted Diffuse" {
Properties {
_Color ("Main Color", Color) = (.5,.5,.5,1)
_OutlineColor ("Outline Color", Color) = (0,0,0,1)
_Outline ("Outline width", Range (0.0, 0.1)) = .005
_MainTex ("Base (RGB)", 2D) = "white" { }
}
SubShader {
Tags { "Queue" = "Transparent" }
Pass {
Name "OUTLINE"
Tags { "LightMode" = "Always" }
Cull Off
ZWrite Off
ZTest Always
ColorMask RGB // alpha not used
// you can choose what kind of blending mode you want for the outline
Blend SrcAlpha OneMinusSrcAlpha // Normal
//Blend One One // Additive
//Blend One OneMinusDstColor // Soft Additive
//Blend DstColor Zero // Multiplicative
//Blend DstColor SrcColor // 2x Multiplicative
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata {
float4 vertex : POSITION;
float3 normal : NORMAL;
float4 color : COLOR;
};
struct v2f {
float4 pos : POSITION;
float4 color : COLOR;
};
uniform float _Outline;
uniform float4 _OutlineColor;
v2f vert(appdata v) {
v2f o;
v.vertex.xyz += v.color * _Outline;
o.pos = UnityObjectToClipPos(v.vertex);
o.color = _OutlineColor;
return o;
}
half4 frag(v2f i) :COLOR {
return i.color;
}
ENDCG
}
Pass {
Name "BASE"
ZWrite On
ZTest LEqual
Blend SrcAlpha OneMinusSrcAlpha
Material {
Diffuse [_Color]
Ambient [_Color]
}
Lighting On
SetTexture [_MainTex] {
ConstantColor [_Color]
Combine texture * constant
}
SetTexture [_MainTex] {
Combine previous * primary DOUBLE
}
}
}
SubShader {
Tags { "Queue" = "Transparent" }
Pass {
Name "OUTLINE"
Tags { "LightMode" = "Always" }
Cull Front
ZWrite Off
ZTest Always
ColorMask RGB
// you can choose what kind of blending mode you want for the outline
Blend SrcAlpha OneMinusSrcAlpha // Normal
//Blend One One // Additive
//Blend One OneMinusDstColor // Soft Additive
//Blend DstColor Zero // Multiplicative
//Blend DstColor SrcColor // 2x Multiplicative
CGPROGRAM
#pragma vertex vert
#pragma exclude_renderers gles xbox360 ps3
ENDCG
SetTexture [_MainTex] { combine primary }
}
Pass {
Name "BASE"
ZWrite On
ZTest LEqual
Blend SrcAlpha OneMinusSrcAlpha
Material {
Diffuse [_Color]
Ambient [_Color]
}
Lighting On
SetTexture [_MainTex] {
ConstantColor [_Color]
Combine texture * constant
}
SetTexture [_MainTex] {
Combine previous * primary DOUBLE
}
}
}
Fallback "Diffuse"
}
答案 0 :(得分:1)
根据您所说的内容进行有根据的猜测:您使用着色器使用了一种材料,该材质在所有三个对象之间共享。
当您编辑材质的参数时,它正在编辑共享材质,因此更改将应用于使用该材质的所有对象。
您有两个解决方案:最简单的方法是使用不同的着色器参数在项目中创建多个材质。另一种方法是创建一个脚本,在运行时将参数更改应用于GetComponent<Renderer>().material
,因为这将创建与其他对象分开的材质实例。