将着色器升级到轻量级渲染管线

时间:2019-05-20 10:59:23

标签: c# unity3d rendering shader pipeline

我最近在我现有的Unity项目中添加了“轻量级渲染管道”,并将所有材质转换为轻量级。但是,有一种材料不能自动转换。现在是我处理LWRP的时候了,我真的不知道如何手动更改它。

有人可以帮我吗?

// Upgrade NOTE: replaced '_World2Object' with 'unity_WorldToObject'

// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
Shader "PPP/BendWorld2"
{



Properties
{
    _Color ("Main Color", Color) = (1,1,1,1)
    _MainTex ("Base (RGB)", 2D) = "white" {}
}
SubShader
{
    Tags { "RenderType" = "Opaque" }
    LOD 200

    CGPROGRAM
    #pragma surface surf Lambert vertex:vert //addshadow

        //Global properities to be set by BendControllerRadial
        uniform half3 _CurveOrigin;
        uniform fixed3 _ReferenceDirection;
        uniform half _Curvature;
        uniform fixed3 _Scale;
        uniform half _FlatMargin;
        uniform half _HorizonWaveFrequency;


        sampler2D _MainTex;
        fixed4 _Color;

        //uniform float _Curvature;

        struct Input 
        {
            float2 uv_MainTex;
        };

        half4 Bend(half4 v) 
        {
            half4 wpos = mul(unity_ObjectToWorld, v);

            half2 xzDist = (wpos.xz - _CurveOrigin.xz) / _Scale.xz;
            half dist = length(xzDist);

            half2 direction = lerp(_ReferenceDirection.xz, xzDist, min(dist, 1));

            half theta = acos(clamp(dot(normalize(direction), _ReferenceDirection), -1, 1));

            dist = max(0, dist - _FlatMargin);

            wpos.y -= dist * dist * _Curvature * cos(theta * _HorizonWaveFrequency);

            wpos = mul(unity_WorldToObject, wpos);

            return wpos;

        }
        void vert(inout appdata_full v) 
        {
            /*float4 worldSpace = mul(unity_ObjectToWorld, v.vertex);
            worldSpace.xyz -= _WorldSpaceCameraPos.xyz;
            worldSpace = float4(0.0f, (worldSpace.x * worldSpace.x) * -_Curvature, 0.0f, 0.0f);

            v.vertex  = mul(unity_WorldToObject, worldSpace);*/ 

            half4 vpos = Bend(v.vertex);

            v.vertex = vpos;
        }


        void surf(Input IN, inout SurfaceOutput o) 
        {
            fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;
            o.Albedo = c.rgb;
            o.Alpha = c.a;
        }

        ENDCG
  }
    Fallback "Mobile/Diffuse"
}

0 个答案:

没有答案