Shader的自定义特性使用
使用自定义特性关键字,可以动态对Shader某一部分代码进行开关操作
shader(定义了KEYWORD1特性):
定义:#pragma shader_feature KEYWORD1
判断:#ifdef KEYWORD1
Shader "Custom/NewSurfaceShader" { Properties { _Color ("Color", Color) = (1,1,1,1) _MainTex ("Albedo (RGB)", 2D) = "white" {} _Glossiness ("Smoothness", Range(0,1)) = 0.5 _Metallic ("Metallic", Range(0,1)) = 0.0 } SubShader { Tags { "RenderType"="Opaque" } LOD 200 CGPROGRAM // Physically based Standard lighting model, and enable shadows on all light types #pragma surface surf Standard fullforwardshadows // Use shader model 3.0 target, to get nicer looking lighting #pragma target 3.0 #pragma shader_feature KEYWORD1 sampler2D _MainTex; struct Input { float2 uv_MainTex; }; half _Glossiness; half _Metallic; fixed4 _Color; void surf (Input IN, inout SurfaceOutputStandard o) { // Albedo comes from a texture tinted by color fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color; #ifdef KEYWORD1 o.Albedo = float3(0,0,0); #else o.Albedo = float3(1,1,1); #endif // Metallic and smoothness come from slider variables o.Metallic = _Metallic; o.Smoothness = _Glossiness; o.Alpha = c.a; } ENDCG } FallBack "Diffuse" }
脚本:
using UnityEngine; using System.Collections; public class ShaderKeywordTest : MonoBehaviour { public Material mat; void OnEnable() { mat.EnableKeyword("KEYWORD1"); } void OnDisable() { mat.DisableKeyword("KEYWORD1"); } }
测试效果如下:
补充,关于multi_compile和shader_feature的区别:
multi_compile - 纯全局的keyword,全局keyword有数量限制,没有用到的变体打包也会被打进去
shader_feature - 也是一种keyword声明方式,但没有用到的变体打包时会被删除,用shader变体集收集一下即可
具体见知乎:https://zhuanlan.zhihu.com/p/77043332