#CGINCLUDE ENDCG的说明

在shader代码里经常会看到有这个关键字:CGINCLUDE,不注意的话很可能会和 CGPROGRAM 搞混淆,虽然这两个关键字都需要 ENDCG 来结束生效范围。在 CGINCLUDE 和 ENDCG 范围内可以插入一些shader代码,比如变量声明,结构体定义,函数实现等,如下:

CGINCLUDE
sampler2D _MainTex;
struct vertex_data
{
    float4 vertex : POSITION;
    float4texcoord : TEXCOORD0;
};

float4 frag(v2f i) : COLOR
{
    float4color;
    color =tex2D(_MainTex, i.uv);
    returncolor;
}
ENDCG

unity会把 CGINCLUDE 和 ENDCG 之间的代码插入到每一个pass中,已达到声明一遍,多次使用的目的。(参考)例如,可以在 CGINCLUDE 和 ENDCG 之间 定义多个 顶点和片段方法,在pass里只要写明 #pragma vertex 顶点方法名 #pragma fragment 片段方法名 即可,而不用写具体的函数实现。如下:

pass
{
	Tags{"Queue"="Geometry"}
	ZWrite On
	ZTest LEqual
	Cull Back
	
	CGPROGRAM
	#include"UnityCG.cginc"
	#pragmavertex vert
	#pragmafragment frag
	ENDCG
	}
	
	pass
	{
	Tags{"Queue"="Transparent"}
	ZWrite Off
	blend srcalpha oneminussrcalpha
	
	CGPROGRAM
	#pragmavertex vert2
	#pragmafragment frag2
	ENDCG
}

在第一个pass中使用 vert 和 frag 方法,在第二个pass中使用 vert2 和 frag2 方法。
完整shader如下:

Shader"MJ/Test"
{
	Properties
	{
		_MainTex("Main Texture", 2D) ="white"
	}

	CGINCLUDE
	sampler2D_MainTex;
	structvertex_data
	{
		float4 vertex : POSITION;
		float4 texcoord : TEXCOORD0;
	};
	
	structv2f
	{
		float4 position : SV_POSITION;
		float2 uv : TEXCOORD0;
	};
	
	v2f vert1(vertex_data v)
	{
		v2f o;
		o.position =mul(UNITY_MATRIX_MVP, v.vertex);
		o.uv = v.texcoord;
		returno;
	}
	
	v2f vert2(vertex_data v)
	{
		v2f o;
		o.position =mul(UNITY_MATRIX_MVP, v.vertex);
		o.uv = v.texcoord;
		returno;
	}
	
	float4 frag1(v2f i) : COLOR
	{
		return float4(1,0,0,1);
	}
	
	float4 frag2(v2f i) : COLOR
	{
		return float4(0,1,0,1);
	}
	ENDCG
		
	Subshader
	{
		pass
		{
			Tags{"Queue"="Transparent"}
			
			CGPROGRAM
			#include"UnityCG.cginc"
			#pragmavertex vert1
			#pragmafragment frag1
			ENDCG
		}
		
		pass
		{
			Tags{"Queue"="Transparent"}
			blend srcalpha oneminussrcalpha
			
			CGPROGRAM
			#pragmavertex vert2
			#pragmafragment frag2
			ENDCG
		}
	}
}

  • 1
    点赞
  • 4
    收藏
    觉得还不错? 一键收藏
  • 0
    评论
Shader "FancyScrollViewGallery/Metaball" { Properties { [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {} _Color ("Tint", Color) = (1,1,1,1) _StencilComp ("Stencil Comparison", Float) = 8 _Stencil ("Stencil ID", Float) = 0 _StencilOp ("Stencil Operation", Float) = 0 _StencilWriteMask ("Stencil Write Mask", Float) = 255 _StencilReadMask ("Stencil Read Mask", Float) = 255 _ColorMask ("Color Mask", Float) = 15 [Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0 } CGINCLUDE #include "UnityCG.cginc" #include "UnityUI.cginc" #include "../Common/Common.cginc" #include "Metaball.hlsl" #pragma multi_compile __ UNITY_UI_CLIP_RECT #pragma multi_compile __ UNITY_UI_ALPHACLIP struct appdata_t { float4 vertex : POSITION; float4 color : COLOR; float2 texcoord : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct v2f { float4 vertex : SV_POSITION; fixed4 color : COLOR; float2 uiCoord : TEXCOORD0; float4 worldPosition : TEXCOORD1; UNITY_VERTEX_OUTPUT_STEREO }; sampler2D _MainTex; fixed4 _Color; fixed4 _TextureSampleAdd; float4 _ClipRect; float4 _MainTex_ST; v2f vert(appdata_t v) { v2f OUT; UNITY_SETUP_INSTANCE_ID(v); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT); OUT.worldPosition = v.vertex; OUT.vertex = UnityObjectToClipPos(OUT.worldPosition); OUT.uiCoord = ui_coord(TRANSFORM_TEX(v.texcoord, _MainTex)); OUT.color = v.color * _Color; return OUT; } fixed4 frag(v2f i) : SV_Target { half4 color = metaball(i.uiCoord); color += _TextureSampleAdd; color *= i.color; #ifdef UNITY_UI_CLIP_RECT color.a *= UnityGet2DClipping(i.worldPosition.xy, _ClipRect); #endif #ifdef UNITY_UI_ALPHACLIP clip(color.a - 0.001); #endif return color; } ENDCG SubShader { Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" "CanUseSpriteAtlas"="True" } Stencil { Ref [_Stencil] Comp [_StencilComp] Pass [_StencilOp] ReadMask [_StencilReadMask] WriteMask [_StencilWriteMask] } Cull Off Lighting Off ZWrite Off ZTest [unity_GUIZTestMode] Blend SrcAlpha OneMinusSrcAlpha ColorMask [_ColorMask] Pass { Name "Default" CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma target 2.0 ENDCG } } }
06-07
评论
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值