Unity Project,想要将这两个着色器组合到一个着色器中,以获取它们的全部功能。一个着色器用于照明,另一个着色器用于更好地渲染。我该如何结合?
Shader "Transparent/Cutout/Lit3dSprite" {
Properties{
_MainCol("Main Tint", Color) = (1,1,1,1)
_MainTex("Main Texture", 2D) = "white" {}
_Cutoff("Alpha cutoff", Range(0,1)) = 0.5
}
SubShader{
Tags {"Queue" = "AlphaTest" "IgnoreProjector" = "True" "RenderType" = "TransparentCutout" "PreviewType" = "Plane"}
Cull Off
LOD 200
CGPROGRAM
#pragma surface surf SimpleLambert alphatest:_Cutoff addshadow fullforwardshadows
#pragma target 3.0
sampler2D _MainTex;
fixed4 _MainCol;
half4 LightingSimpleLambert(SurfaceOutput s, half3 lightDir, half atten)
{
half4 c;
c.rgb = s.Albedo * _MainCol.rgb * (atten)* _LightColor0.rgb;
c.a = s.Alpha;
return c;
}
struct Input {
float2 uv_MainTex;
};
void surf(Input IN, inout SurfaceOutput o) {
fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _MainCol;
o.Albedo = lerp(c.rgb, c.rgb, c.a);
o.Alpha = c.a;
}
ENDCG
}
Fallback "Transparent/Cutout/VertexLit"
}
着色器2:
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "RetroAA/Sprite"
{
Properties
{
[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
_Color ("Tint", Color) = (1,0,0,0)
}
SubShader
{
Tags {
"Queue"="Transparent"
"IgnoreProjector"="True"
"RenderType"="Transparent"
"PreviewType"="Plane"
"CanUseSpriteAtlas"="True"
}
LOD 100
Cull Off
Lighting Off
ZWrite Off
Blend SrcAlpha OneMinusSrcAlpha
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_fog
#include "RetroAA.cginc"
struct appdata {
float4 vertex : POSITION;
float4 color : COLOR;
float2 uv : TEXCOORD0;
};
struct v2f {
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
float2 uv : TEXCOORD0;
};
sampler2D _MainTex;
float4 _MainTex_ST;
float4 _MainTex_TexelSize;
float4 _Color;
v2f vert(appdata v){
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
o.color = v.color * _Color;
return o;
}
fixed4 frag(v2f i) : SV_Target {
fixed4 color = RetroAA(_MainTex, i.uv, _MainTex_TexelSize);
return i.color*color*color.a;
}
ENDCG
}
}
}
答案 0 :(得分:2)
第二个着色器并不太复杂,只需使用第二个着色器的代码即可更改第一个着色器的surf
的计算方式fixed4 c
,即可将其合并到第一个着色器中。
您还需要在着色器变量中包括"RetroAA.cginc"
并包括主纹理的“特塞尔尺寸”。
但是,第一个着色器假定不存在部分透明性,而第二个着色器则需要透明性,因此您必须适应这一点。您需要使用Alpha混合,将RenderType
和Queue
更改为Transparent
,并指示ZWrite Off
。
这是一起看待的东西:
Shader "Transparent/Cutout/Lit3dSprite" {
Properties{
_MainCol("Main Tint", Color) = (1,1,1,1)
_MainTex("Main Texture", 2D) = "white" {}
_Cutoff("Alpha cutoff", Range(0,1)) = 0.5
}
SubShader{
// change RenderType and Queue to Transparent
Tags {"Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" "PreviewType" = "Plane"}
Cull Off
ZWrite Off // Add this
LOD 200
// Enable Alpha blending here
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
// Enable Alpha blending here also
#pragma surface surf SimpleLambert alphatest:_Cutoff addshadow fullforwardshadows alpha:blend
#pragma target 3.0
#include "RetroAA.cginc" // Add this
sampler2D _MainTex;
float4 _MainTex_TexelSize; // Add this
fixed4 _MainCol;
half4 LightingSimpleLambert(SurfaceOutput s, half3 lightDir, half atten)
{
half4 c;
c.rgb = s.Albedo * _MainCol.rgb * (atten)* _LightColor0.rgb;
c.a = s.Alpha;
return c;
}
struct Input {
float2 uv_MainTex;
};
void surf(Input IN, inout SurfaceOutput o) {
// replace this line:
// fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _MainCol;
// with this
fixed4 c = RetroAA(_MainTex, IN.uv_MainTex, _MainTex_TexelSize); o.Albedo = lerp(c.rgb, c.rgb, c.a) * _MainCol;
o.Albedo = lerp(c.rgb, c.rgb, c.a);
o.Alpha = c.a;
}
ENDCG
}
Fallback "Transparent/Cutout/VertexLit"
}
为了使AA正常工作,您可能需要将Alpha cutoff
降低为零或其他一些低数字。