Unity Shader之自定义GUI

shader可以自己写一个shader gui,即写一个类继承自ShaderGUI,参考文档:https://docs.unity3d.com/Manual/SL-CustomEditor.html

这是完全没有问题的,但有时想简单点,不想这么麻烦。

那么可以使用unity给我们提供好的一些GUI,即MaterialPropertyDrawer,

参考文档:https://docs.unity3d.com/ScriptReference/MaterialPropertyDrawer.html

 

总体来说,MaterialPropertyDrawers内置了4种最常见的面板:ToggleDrawer,EnumDrawer,KeywordEnumDrawer,PowerSliderDrawer。

类别 描述
ToggleDrawer 把一个类型为float的属性显示为一个开关,它的值要么是0要么是1。当选中它时,Unity还会设置一个名为大写属性名_ON(可以自定义名字)的shader feature(需要在shader里使用”#pragma shader_feature”来定义它),我们可以在shader里用过#if、#ifdef或者#if defined关键词来判断它当前是否被开启。
EnumDrawer 把一个类型为float的属性显示为一个下拉列表。可以使用UnityEngine.Rendering命名空间下的各种状态来设置对应的渲染状态,例如ZWrite、ZTest、Blend等。据实验推测,这个值不可以随便定义,老老实实用UnityEngine.Rendering。
KeywordEnum 和EnumDrawer类似,也会把一个类型为float的属性显示为一个下拉列表,但不同的是它会定义一组shader keyword(需要在shader里使用”#pragma multi_compile”来定义它们)。这些keyword的名字是大写属性名_枚举名。同样,我们可以在shader里用过#if、#ifdef或者#if defined配合#elif来判断当前选择是哪个keyword。最多同时支持9个keywords。
PowerSliderDrawer 显示一个非线性响应的滑动条,其中PowerSliderDrawer中的参数指定了底数,然后我们再根据Range()来指定范围。其实简单说来就是滑动条上的数值不再是均匀变化了,而是xslider进行变化,但我们在shader里还是可以直接访问到一个float数值。

 

下面的代码没有任何实际意义,只是为了演示四种面板:

  1 Shader "Custom/Material Property Drawer Example"
  2 {
  3     Properties
  4     {
  5         // Header creates a header text before the shader property.
  6         [Header(Material Property Drawer Example)]
  7         // Space creates vertical space before the shader property.
  8         [Space]
  9 
 10         _MainTex ("Main Tex", 2D) = "white" {}
 11         _SecondTex ("Second Tex", 2D) = "white" {}
 12 
 13         // Large amount of space
 14         [Space(50)]
 15 
 16         // Toggle displays a **float** as a toggle. 
 17         // The property value will be 0 or 1, depending on the toggle state. 
 18         // When it is on, a shader keyword with the uppercase property name +"_ON" will be set, 
 19         // or an explicitly specified shader keyword.
 20         [Toggle] _Invert ("Invert color?", Float) = 0
 21 
 22         // Will set "ENABLE_FANCY" shader keyword when set
 23         [Toggle(ENABLE_FANCY)] _Fancy ("Fancy?", Float) = 0
 24 
 25         // Enum displays a popup menu for a **float** property. 
 26         // You can supply either an enum type name 
 27         // (preferably fully qualified with namespaces, in case there are multiple types), 
 28         // or explicit name/value pairs to display. 
 29         // Up to **7** name/value pairs can be specified
 30         [Enum(UnityEngine.Rendering.BlendMode)] _SrcBlend ("Src Blend Mode", Float) = 1
 31         [Enum(UnityEngine.Rendering.BlendMode)] _DstBlend ("Dst Blend Mode", Float) = 1
 32         [Enum(Off, 0, On, 1)] _ZWrite ("ZWrite", Float) = 0
 33         [Enum(UnityEngine.Rendering.CompareFunction)] _ZTest ("ZTest", Float) = 0
 34         [Enum(UnityEngine.Rendering.CullMode)] _Cull ("Cull Mode", Float) = 1
 35 
 36         // KeywordEnum displays a popup menu for a **float** property, and enables corresponding shader keyword. 
 37         // This is used with "#pragma multi_compile" in shaders, to enable or disable parts of shader code. 
 38         // Each name will enable "property name" + underscore + "enum name", uppercased, shader keyword. 
 39         // Up to **9** names can be provided.
 40         [KeywordEnum(None, Add, Multiply)] _Overlay ("Overlay mode", Float) = 0
 41 
 42         // PowerSlider displays a slider with a non-linear response for a Range shader property.
 43         // A slider with 3.0 response curve
 44         [PowerSlider(3.0)] _Shininess ("Shininess", Range (0.01, 1)) = 0.08
 45     }
 46     SubShader
 47     {
 48         Tags { "Queue"="Transparent" "RenderType"="Transparent" }
 49         Blend [_SrcBlend] [_DstBlend]
 50         ZWrite [_ZWrite]
 51         ZTest [_ZTest]
 52         Cull [_Cull]
 53 
 54         Pass
 55         {
 56             CGPROGRAM
 57             // Need to define _INVERT_ON shader keyword
 58             #pragma shader_feature _INVERT_ON
 59             // Need to define _INVERT_ON shader keyword
 60             #pragma shader_feature ENABLE_FANCY
 61             // No comma between features
 62             #pragma multi_compile _OVERLAY_NONE _OVERLAY_ADD _OVERLAY_MULTIPLY
 63 
 64             #pragma vertex vert
 65             #pragma fragment frag
 66 
 67             #include "UnityCG.cginc"
 68 
 69             sampler2D _MainTex;
 70             float4 _MainTex_ST;
 71             sampler2D _SecondTex;
 72             float4 _SecondTex_ST;
 73             float _Shininess;
 74 
 75             struct appdata
 76             {
 77                 float4 vertex : POSITION;
 78                 float2 uv : TEXCOORD0;
 79             };
 80 
 81             struct v2f
 82             {
 83                 float4 uv : TEXCOORD0;
 84                 float4 vertex : SV_POSITION;
 85             };
 86 
 87             v2f vert (appdata v)
 88             {
 89                 v2f o;
 90                 o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
 91                 o.uv.xy = TRANSFORM_TEX(v.uv, _MainTex);
 92                 o.uv.zw = TRANSFORM_TEX(v.uv, _SecondTex);
 93                 return o;
 94             }
 95 
 96             fixed4 frag (v2f i) : SV_Target
 97             {
 98                 // sample the texture
 99                 fixed4 col = tex2D(_MainTex, i.uv.xy);
100 
101                 // Use #if, #ifdef or #if defined
102                 #if _INVERT_ON
103                 col = 1 - col;
104                 #endif
105 
106                 // Use #if, #ifdef or #if defined
107                 #if ENABLE_FANCY
108                 col.r = 0.5;
109                 #endif
110 
111                 fixed4 secCol = tex2D(_SecondTex, i.uv.zw);
112 
113                 #if _OVERLAY_ADD
114                 col += secCol;
115                 #elif _OVERLAY_MULTIPLY
116                 col *= secCol;
117                 #endif
118 
119                 col *= _Shininess;
120 
121                 return col;
122             }
123             ENDCG
124         }
125     }
126 }

效果如下:

 

可参考:

Unity 自定义Shader GUI

 

转载请注明出处:https://www.cnblogs.com/jietian331/p/17296261.html

posted @ 2023-04-07 15:10  孤独の巡礼  阅读(259)  评论(0编辑  收藏  举报