我正在用协程使物体跳动。如果将协程应用到使用默认着色器的材质,则可以正常工作。不幸的是,我还必须应用渐变效果,但是渐变效果在默认着色器上不起作用。然后,我创建了一个可用于淡入淡出的图像,它还可以纠正“错误”(两面),但不能使我的对象跳动。如何修改我的着色器以拥有所需的全部内容?我将在下面发布着色器和协程的代码
着色器
Shader "Custom/Standard Two Sided Soft Blend" {
Properties {
_Color ("Color", Color) = (1,1,1,1)
[NoScaleOffset] _MainTex ("Albedo (RGB)", 2D) = "white" {}
[Toggle] _UseMetallicMap ("Use Metallic Map", Float) = 0.0
[NoScaleOffset] _MetallicGlossMap("Metallic", 2D) = "black" {}
[Gamma] _Metallic ("Metallic", Range(0,1)) = 0.0
_Glossiness ("Smoothness", Range(0,1)) = 0.5
_BumpScale("Scale", Float) = 1.0
[NoScaleOffset] _BumpMap("Normal Map", 2D) = "bump" {}
_Cutoff("Alpha Cutoff", Range(0.01,1)) = 0.5
}
SubShader {
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="fade" }
Blend SrcAlpha OneMinusSrcAlpha
LOD 200
ZWrite Off
Cull Off
Pass {
ColorMask 0
ZWrite On
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct v2f {
float4 vertex : SV_POSITION;
float2 texcoord : TEXCOORD0;
};
sampler2D _MainTex;
fixed _Cutoff;
v2f vert (appdata_img v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.texcoord = v.texcoord;
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed4 col = tex2D(_MainTex, i.texcoord);
clip(col.a - _Cutoff);
return 0;
}
ENDCG
}
Pass
{
Tags {"LightMode"="ShadowCaster"}
ZWrite On
Cull Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_shadowcaster
#include "UnityCG.cginc"
struct v2f {
V2F_SHADOW_CASTER;
float2 texcoord : TEXCOORD1;
};
v2f vert(appdata_base v)
{
v2f o;
TRANSFER_SHADOW_CASTER_NORMALOFFSET(o)
o.texcoord = v.texcoord;
return o;
}
sampler2D _MainTex;
fixed _Cutoff;
float4 frag(v2f i) : SV_Target
{
fixed4 col = tex2D(_MainTex, i.texcoord);
clip(col.a - _Cutoff);
SHADOW_CASTER_FRAGMENT(i)
}
ENDCG
}
CGPROGRAM
#pragma surface surf Standard fullforwardshadows alpha:fade nolightmap
#pragma shader_feature _USEMETALLICMAP_ON
#pragma target 3.0
sampler2D _MainTex;
sampler2D _MetallicGlossMap;
sampler2D _BumpMap;
struct Input {
float2 uv_MainTex;
fixed facing : VFACE;
};
half _Glossiness;
half _Metallic;
fixed4 _Color;
half _BumpScale;
fixed _Cutoff;
void surf (Input IN, inout SurfaceOutputStandard o) {
// Albedo comes from a texture tinted by color
fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
o.Albedo = c.rgb;
#ifdef _USEMETALLICMAP_ON
fixed4 mg = tex2D(_MetallicGlossMap, IN.uv_MainTex);
o.Metallic = mg.r;
o.Smoothness = mg.a;
#else
o.Metallic = _Metallic;
o.Smoothness = _Glossiness;
#endif
// Rescales the alpha on the blended pass
o.Alpha = saturate(c.a / _Cutoff);
o.Normal = UnpackScaleNormal(tex2D(_BumpMap, IN.uv_MainTex), _BumpScale);
if (IN.facing < 0.5)
o.Normal *= -1.0;
}
ENDCG
}
FallBack "Diffuse"
}
协程
public IEnumerator PulsatingCoroutine(string objName,Color start,Color end)
{
corout = true;
float i = 0;
float rate = 0.3f;
while (isRunningPulse)
{
i += Time.deltaTime*rate;
GameObject pulsatingGameobject = GameObject.Find(objName);
lastGo = pulsatingGameobject;
float t = (Mathf.Sin(Time.time - startTime) * speed);
pulsatingGameobject.GetComponent<Renderer>().material.color = Color.Lerp (start, end, Mathf.PingPong(i * 2, 1) );
yield return null;
}
}