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Unity Shader 如何使用属性

https://docs.unity3d.com/cn/current/Manual/SL-Properties.html

Shader "Custom/UsePropertiesShader"{
    Properties{
        //声明一个Color 类型的属性
        _Color("Color Tint",Color)=(1.0,1.0,1.0,1.0)
    }
    SubShader{
        Pass{
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag

            //在CG代码中,我们需要定义一个与属性名称和类型都匹配的变量
            fixed4 _Color;

            struct a2v{
                float4 vertex:POSITION;
                float3 normal:NORMAL;
                float4 texcoord:TEXCOORD0;
            };

            struct v2f{
                float4 pos:SV_POSITION;
                float3 color:COLOR0;
            };

            v2f vert(a2v v){
                v2f o;
                o.pos=UnityObjectToClipPos(v.vertex);
                o.color=v.normal*0.5+fixed3(0.5,0.5,0.5);
                return o;
            }
            fixed4 frag(v2f i):SV_Target{
                fixed3 c=i.color;
                c*=_Color.rgb;
                return fixed4(c,1.0);
            }
            ENDCG
        }
    }
    Fallback "VertexLit"
}

Shaderlab属性类型和CG变量类型的匹配关系

ShaderLab属性类型 CG属性类型
Color,Vector float4,half4,fixed4
Range,Float float,half,fixed
2D sampler2D
Cube samplerCube
3D sampler3D

image

Shader "Example/ShaderPropertyDrawer/ShaderEnum"
{
    // 材质属性面常见类型
    Properties
    {
        [Header(Custom)]
        // 自定义枚举
        [Enum(CustomEnum1,1,CustomEnum2,2)]  _CustomEnum ("CustomEnum", Float) = 1

        // 内置枚举
        [Header(Option)]
        [Enum(UnityEngine.Rendering.BlendOp)]  _BlendOp  ("BlendOp", Float) = 0
        [Enum(UnityEngine.Rendering.BlendMode)] _SrcBlend ("SrcBlend", Float) = 1
        [Enum(UnityEngine.Rendering.BlendMode)] _DstBlend ("DstBlend", Float) = 0
        [Enum(Off, 0, On, 1)]_ZWriteMode ("ZWriteMode", float) = 1
        [Enum(UnityEngine.Rendering.CullMode)]_CullMode ("CullMode", float) = 2
        [Enum(UnityEngine.Rendering.CompareFunction)]_ZTestMode ("ZTestMode", Float) = 4
        [Enum(UnityEngine.Rendering.ColorWriteMask)]_ColorMask ("ColorMask", Float) = 15

        [Header(Stencil)]
        [Enum(UnityEngine.Rendering.CompareFunction)]_StencilComp ("Stencil Comparison", Float) = 8
        [Enum(UnityEngine.Rendering.StencilOp)]_StencilPass ("Stencil Pass", Float) = 0
        [Enum(UnityEngine.Rendering.StencilOp)]_StencilFail ("Stencil Fail", Float) = 0
        [Enum(UnityEngine.Rendering.StencilOp)]_StencilZFail ("Stencil ZFail", Float) = 0
        // Slider
        [Header(Slider)]
        [IntRange]_StencilWriteMask ("Stencil Write Mask", Range(0,255)) = 255
        [IntRange]_StencilReadMask ("Stencil Read Mask", Range(0,255)) = 255
        [IntRange]_Stencil ("Stencil ID", Range(0,255)) = 0
        [PowerSlider(3.0)] _Shininess ("Shininess", Range (0.01, 1)) = 0.08

        // Toggle
        [Header(Toggle)]
        [Toggle] _Toggle("Toggle", Float) = 0
        [MaterialToggle] _MaterialToggle("Material Toggle", Float) = 0
        
        [Header(KeywordEnum)]
        // 每个选项都将被设置 _OVERLAY_NONE, _OVERLAY_ADD, _OVERLAY_MULTIPLY shader keywords.
        // 配合multi_compile使用 每个名称都将 采用“属性名”+ 下划线 +“枚举名”这种形式的大写着色器关键字。最多可提供 9 个名称。
        [KeywordEnum(None, Add, Multiply)] _Overlay ("Overlay mode", Float) = 0

        // 空间划分
        [Space] _Prop1 ("Prop1", Float) = 0
        [Space(50)] _Prop2 ("Prop2", Float) = 0


        [Header(Texture)]
        // 用来修饰贴图变量,在inspcetor 面板中不再显示该贴图的tilling/offset 属性
        [NoScaleOffset]_MainTex ("No Scale Offset", 2D) = "white" {}
        // 用来修饰贴图变量,该贴图必须是一个法线贴图
        [Normal]_NormalTex ("NormalTex", 2D) = "white" {}
        // 用来修饰贴图变量,该贴图必须是一个high-dynamic range(HDR)贴图
        [HDR]_HDRTex ("HDRTex", 2D) = "white" {}

    }
    SubShader
    {
        Tags { "RenderType"="Opaque" }

        BlendOp [_BlendOp]
        Blend [_SrcBlend] [_DstBlend]
        ZWrite [_ZWriteMode]
        ZTest [_ZTestMode]
        Cull [_CullMode]
        ColorMask [_ColorMask]
        Pass
        {
            Stencil
            {
                Ref [_Stencil]
                Comp [_StencilComp]
                ReadMask [_StencilReadMask]
                WriteMask [_StencilWriteMask]
                Pass [_StencilPass]
                Fail [_StencilFail]
                ZFail [_StencilZFail]
            }
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            // make fog work
            #pragma multi_compile_fog
            // ...later on in CGPROGRAM code:
            #pragma multi_compile _OVERLAY_NONE _OVERLAY_ADD _OVERLAY_MULTIPLY

            #include "UnityCG.cginc"

            struct appdata
            {
                float4 vertex : POSITION;
                float2 uv : TEXCOORD0;
            };

            struct v2f
            {
                float2 uv : TEXCOORD0;
                UNITY_FOG_COORDS(1)
                float4 vertex : SV_POSITION;
            };

            sampler2D _MainTex;
            float4 _MainTex_ST;

            v2f vert (appdata v)
            {
                v2f o;
                o.vertex = UnityObjectToClipPos(v.vertex);
                o.uv = TRANSFORM_TEX(v.uv, _MainTex);
                UNITY_TRANSFER_FOG(o,o.vertex);
                return o;
            }

            fixed4 frag (v2f i) : SV_Target
            {
                // sample the texture
                fixed4 col = tex2D(_MainTex, i.uv);
                // apply fog
                UNITY_APPLY_FOG(i.fogCoord, col);
                return col;
            }
            ENDCG
        }
    }
}

posted on 2020-04-14 20:44  kingBook  阅读(884)  评论(0编辑  收藏  举报