添加照明处理后,着色器不起作用

时间:2019-07-16 09:31:59

标签: c# unity3d shader cg

如果在不存在的“ FallBack”着色器中添加,则会出现此错误““ Curved / CurvedAlpha”中的着色器警告:此GPU不支持着色器(子着色器/后备均不适用)。因此,我可以得出一个结论:仅添加一个变量(进一步查看)后,此GPU不支持此着色器吗?
    我的视频卡geforce gtx 1060 3gb。

Shader "Curved/CurvedAlpha" {
  Properties {
        _Color("Color", COLOR) = (1, 1, 1, 1)
        _MainTex ("Base (RGB)", 2D) = "white" {}
        _QOffset ("Offset", Vector) = (0,0,0,0)
        _Dist ("Distance", Float) = 100.0       
        _Alpha ("Alpha", Range(0.0,1.0)) = 1.0
    }
    SubShader {
        Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"}
        LOD 100

        ZWrite On
        Blend SrcAlpha OneMinusSrcAlpha 

        Pass
        {
            Lighting Off

            CGPROGRAM
            // Upgrade NOTE: excluded shader from DX11; has structs without semantics (struct v2f members factor)
            #pragma exclude_renderers d3d11
            #pragma vertex vert
            #pragma fragment frag
            #include "UnityCG.cginc"

                        half4 _Color;
            sampler2D _MainTex;
            float4 _QOffset;
            float _Dist;            
            float _Alpha;
            uniform float4 _MainTex_ST;

            struct v2f {
                float4 pos : SV_POSITION;
                float2 uv : TEXCOORD0;

在addind“ factor”并在vert函数着色器中计算后,回退到“旧版着色器/透明/ VertexLit”

                float4 factor: COLOR;
            };

            v2f vert (appdata_base v)
            {
                v2f o;
                float4 vPos = mul (UNITY_MATRIX_MV, v.vertex);
                float zOff = vPos.z/_Dist;              
                vPos += _QOffset*zOff*zOff;
                o.pos = mul (UNITY_MATRIX_P, vPos);
                o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);             
            float factor = max(0, dot(v.normal, float3(0,1,0)));
            o.factor = float4(factor,0,0,0);
                return o;

            }


            fixed4 frag (v2f i) : COLOR
            {
                //fixed4 color = tex2D(_MainTex, i.uv) * _Color;
                return tex2D(_MainTex, i.uv)  * float4(_Color.r, _Color.g, _Color.b, _Alpha) * i.factor.x;
            }
            ENDCG
        }

    }

FallBack "Legacy Shaders/Transparent/VertexLit"
}

问题是在曲面着色器中添加了照明处理。

0 个答案:

没有答案