自动生成材质Material(Unity3D开发之十九)

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原文地址: http://blog.csdn.net/cocos2der/article/details/46854411

项目中,有时候导入一些资源时候,需要对应创建材质球,如果每次自己动手创建,还是挺麻烦的,下面是如何导入资源时候自动创建材质球。

using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using UnityEditor;
using System.IO;

public class BuildMaterial : UnityEditor.AssetModificationProcessor
{

    //生成出的Material的路径
    private static string MaterialsPath = 
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代码在文件 Properties { _Color ("Main Color", Color) = (1,1,1,1) _MainTex ("Diffuse (RGB) Alpha (A)", 2D) = "white" {} _SpecularTex ("Specular (R) Gloss (G) Anisotropic Mask (B)", 2D) = "gray" {} _BumpMap ("Normal (Normal)", 2D) = "bump" {} _AnisoTex ("Anisotropic Direction (RGB)", 2D) = "bump" {} _AnisoOffset ("Anisotropic Highlight Offset", Range(-1,1)) = -0.2 _Cutoff ("Alpha Cut-Off Threshold", Range(0,1)) = 0.5 } SubShader{ Tags { "RenderType" = "Opaque" } CGPROGRAM struct SurfaceOutputAniso { fixed3 Albedo; fixed3 Normal; fixed4 AnisoDir; fixed3 Emission; half Specular; fixed Gloss; fixed Alpha; }; float _AnisoOffset, _Cutoff; inline fixed4 LightingAniso (SurfaceOutputAniso s, fixed3 lightDir, fixed3 viewDir, fixed atten) { fixed3 h = normalize(normalize(lightDir) + normalize(viewDir)); float NdotL = saturate(dot(s.Normal, lightDir)); fixed HdotA = dot(normalize(s.Normal + s.AnisoDir.rgb), h); float aniso = max(0, sin(radians((HdotA + _AnisoOffset) * 180))); float spec = saturate(dot(s.Normal, h)); spec = saturate(pow(lerp(spec, aniso, s.AnisoDir.a), s.Gloss * 128) * s.Specular); fixed4 c; c.rgb = ((s.Albedo * _LightColor0.rgb * NdotL) + (_LightColor0.rgb * spec)) * (atten * 2); c.a = 1; clip(s.Alpha - _Cutoff); return c; } #pragma surface surf Aniso #pragma target 3.0 struct Input { float2 uv_MainTex; float2 uv_AnisoTex; }; sampler2D _MainTex, _SpecularTex, _BumpMap, _AnisoTex; void surf (Input IN, inout SurfaceOutputAniso o) { fixed4 albedo = tex2D(_MainTex, IN.uv_MainTex); o.Albedo = albedo.rgb; o.Alpha = albedo.a; o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_MainTex)); fixed3 spec = tex2D(_SpecularTex, IN.uv_MainTex).rgb; o.Specular = spec.r; o.Gloss = spec.g; o.AnisoDir = fixed4(tex2D(_AnisoTex, IN.uv_AnisoTex).rgb, spec.b); } ENDCG } FallBack "Transparent/Cutout/VertexLit" }[/code]

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