举例:
Shader "Mihayou/SmokeDissolve" {
Properties {
_Maintex ("Maintex", 2D) = "white" {}
_DisolveMap01 ("DisolveMap01", 2D) = "white" {}
_Min ("Min", Range(0, 1)) = 0.2564103
_Max ("Max", Range(0, 1)) = 0.3760684
_Edgethick ("Edgethick", Float ) = 1.05
_SecondTex ("SecondTex", 2D) = "white" {}
_Edgethick02 ("Edgethick02", Float ) = 1.05
_Tex02Min ("Tex02Min", Range(0, 1)) = 0.2
_Tex02Max ("Tex02Max", Range(0, 1)) = 0.3
[HDR]_SecondTexCor ("SecondTexCor", Color) = (1,1,1,1)
_DissolveMap02 ("DissolveMap02", 2D) = "white" {}
[HDR]_HighLightCor ("HighLightCor", Color) = (1,1,1,1)
[HideInInspector]_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5
}
SubShader {
Tags {
"IgnoreProjector"="True"
"Queue"="Transparent"
"RenderType"="Transparent"
}
Pass {
Name "FORWARD"
Tags {
"LightMode"="ForwardBase"
}
Blend SrcAlpha OneMinusSrcAlpha
ZWrite Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#pragma multi_compile_fwdbase
#pragma only_renderers d3d9 d3d11 glcore gles
#pragma target 3.0
uniform sampler2D _Maintex; uniform float4 _Maintex_ST;
uniform sampler2D _DisolveMap01; uniform float4 _DisolveMap01_ST;
uniform float _Min;
uniform float _Max;
uniform float _Edgethick;
uniform sampler2D _SecondTex; uniform float4 _SecondTex_ST;
uniform float _Edgethick02;
uniform float _Tex02Min;
uniform float _Tex02Max;
uniform float4 _SecondTexCor;
uniform sampler2D _DissolveMap02; uniform float4 _DissolveMap02_ST;
uniform float4 _HighLightCor;
struct VertexInput {
float4 vertex : POSITION;
float4 texcoord0 : TEXCOORD0;
float4 vertexColor : COLOR;
};
struct VertexOutput {
float4 pos : SV_POSITION;
float4 uv0 : TEXCOORD0;
float4 vertexColor : COLOR;
};
VertexOutput vert (VertexInput v) {
VertexOutput o = (VertexOutput)0;
o.uv0 = v.texcoord0;
o.vertexColor = v.vertexColor;
o.pos = UnityObjectToClipPos( v.vertex );
return o;
}
float4 frag(VertexOutput i) : COLOR {
// Lighting:
// Emissive:
float4 _Maintex_var = tex2D(_Maintex,TRANSFORM_TEX(i.uv0, _Maintex));
float4 _DisolveMap01_var = tex2D(_DisolveMap01,TRANSFORM_TEX(i.uv0, _DisolveMap01));
float4 _SecondTex_var = tex2D(_SecondTex,TRANSFORM_TEX(i.uv0, _SecondTex));
float3 emissive = (i.vertexColor.rgb*(((_Maintex_var.rgb.r*(_HighLightCor.rgb*_HighLightCor.a))*(_Maintex_var.a*smoothstep( _Min, _Max, saturate((_DisolveMap01_var.r+_Edgethick+(i.uv0.b*(-2.0)))) )))+((_SecondTexCor.rgb*_SecondTexCor.a)*_SecondTex_var.rgb)));
float3 finalColor = emissive;
float4 _DissolveMap02_var = tex2D(_DissolveMap02,TRANSFORM_TEX(i.uv0, _DissolveMap02));
return fixed4(finalColor,(i.vertexColor.a*(_SecondTex_var.a*smoothstep( _Tex02Min, _Tex02Max, saturate((_DissolveMap02_var.r+_Edgethick02+(i.uv0.a*(-2.0)))) ).r)));
}
ENDCG
}
}
FallBack "Diffuse"
CustomEditor "ShaderForgeMaterialInspector"
}
这个是用SF连出来的效果,结果variant居然会有37个,首先我们先把影响到变体多的因素去掉,把#pragma multi_compile_fwdbase注掉,再看一下变体数量是30个,这是为啥?
原因是最后的FallBack是diffuse,直接注销掉,可以发现变体为1