Instancing+材质属性块

Instancing+材质属性块

适应一个材质去实现一些参数不同的效果,占用一个drawcall,这种性价比特别高的方案,可以用在很多地方。

C#部分:

using UnityEngine;

[ExecuteInEditMode]
public class MiniMapProperties : MonoBehaviour
{
    public int m_Index = 1;
    public int m_ColNum = 3;
    public int m_RowNum = 3;

    private Vector4 m_MainTex_ST = new Vector4(1, 1, 0, 0);
    private static MaterialPropertyBlock propertyBlock;
    private static int MainTex_ST = Shader.PropertyToID("_MainTex_ST");

    void Awake()
    {
        OnValidate();
    }

    private void OnEnable()
    {
        OnValidate();
    }

    private void Update()
    {
        OnValidate();
    }

    void OnValidate()
    {
        if (propertyBlock == null)
        {
            propertyBlock = new MaterialPropertyBlock();
        }

        int index = m_Index - 1;
        float xDelta = 1.0f / m_ColNum;
        float yDelta = 1.0f / m_RowNum;
        float col = index % m_ColNum;
        float row = index / m_ColNum;

        m_MainTex_ST.x = xDelta;
        m_MainTex_ST.y = yDelta;
        m_MainTex_ST.z = col * xDelta;
        m_MainTex_ST.w = 1 - xDelta - row * yDelta;

        propertyBlock.SetVector(MainTex_ST, m_MainTex_ST);
        GetComponent<MeshRenderer>().SetPropertyBlock(propertyBlock);
    }
}

shader部分:

Shader "Tools/MiniMap"
{
    Properties
    {
	    _MainTex("Diffuse", 2D) = "white" {}
    }
 
    SubShader
    {
        Tags {"Queue" = "Transparent" "RenderType" = "Transparent" "RenderPipeline" = "UniversalPipeline" }

        Blend SrcAlpha OneMinusSrcAlpha
        Cull Off
        ZWrite Off
 
        Pass
        {
            HLSLPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            #pragma multi_compile_instancing 
			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"

            TEXTURE2D(_MainTex);
            SAMPLER(sampler_MainTex);

            struct appdata
            {
                float4 vertex : POSITION;
				float2 uv : TEXCOORD0;
                UNITY_VERTEX_INPUT_INSTANCE_ID  
            };
 
            struct v2f
            {
                float4 vertex : SV_POSITION;
				float2 uv : TEXCOORD0;
                UNITY_VERTEX_INPUT_INSTANCE_ID 
            };
 
            UNITY_INSTANCING_BUFFER_START(Props)
				UNITY_DEFINE_INSTANCED_PROP(half4, _MainTex_ST)
            UNITY_INSTANCING_BUFFER_END(Props)
           
            v2f vert(appdata v)
            {
                v2f o;
                UNITY_SETUP_INSTANCE_ID(v);      
                UNITY_TRANSFER_INSTANCE_ID(v, o);  
 
                o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
				float4 mainTexST = UNITY_ACCESS_INSTANCED_PROP(Props, _MainTex_ST);
                o.uv = v.uv * mainTexST.xy + mainTexST.zw;
                return o;
            }
           
            float4 frag(v2f i) : SV_Target
            {
                UNITY_SETUP_INSTANCE_ID(i);     
				half4 main = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.uv);
                return main;
            }
            ENDHLSL
        }
    }
}

 

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