如何使用一个着色器为每个对象应用不同的值?
How can I use one shader to apply different values for each object?
在层次结构中我有 3 个游戏对象。
例如立方体,如果我要在检查器中更改轮廓宽度,它会将更改应用到所有三个对象,也应用到球体和圆柱体。
但我希望,如果我更改立方体上的轮廓宽度,它只会更改立方体的轮廓宽度,如果我更改球体的轮廓宽度,则只会更改球体的轮廓宽度。
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"
}
根据您所说的有根据的猜测:您有一个 material 使用您的着色器,它在所有三个对象之间共享。
当您编辑 material 的参数时,它正在编辑共享的 material,因此更改将应用到使用该 material 的所有对象。
您有两种解决方案:最简单的一种是在您的项目中使用不同的着色器参数创建多个 material。另一种方法是创建一个脚本,该脚本将在运行时将您的参数更改应用到 GetComponent<Renderer>().material
,因为这将创建一个与其他对象分开的 material 实例。
在层次结构中我有 3 个游戏对象。
例如立方体,如果我要在检查器中更改轮廓宽度,它会将更改应用到所有三个对象,也应用到球体和圆柱体。
但我希望,如果我更改立方体上的轮廓宽度,它只会更改立方体的轮廓宽度,如果我更改球体的轮廓宽度,则只会更改球体的轮廓宽度。
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"
}
根据您所说的有根据的猜测:您有一个 material 使用您的着色器,它在所有三个对象之间共享。
当您编辑 material 的参数时,它正在编辑共享的 material,因此更改将应用到使用该 material 的所有对象。
您有两种解决方案:最简单的一种是在您的项目中使用不同的着色器参数创建多个 material。另一种方法是创建一个脚本,该脚本将在运行时将您的参数更改应用到 GetComponent<Renderer>().material
,因为这将创建一个与其他对象分开的 material 实例。