项目场景:
提示:这里简述项目相关背景:
例如:当在科技风场景下,想把场景带有科技风格一点,可以尝试把相机的渲染改一下。主要还是shader
Shader "Custom/Overdraw"
{
SubShader
{
Tags { "RenderType" = "Transparent" "Queue" = "Transparent" }
LOD 100
Fog { Mode Off }
ZWrite Off
ZTest Always
Blend One One
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
};
struct v2f
{
float4 vertex : SV_POSITION;
};
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
return fixed4(0.1, 0.04, 0.02, 0);
}
ENDCG
}
}
}
控制代码:DebugOverdrawMode
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[RequireComponent(typeof(Camera))]
public class DebugOverdrawMode : MonoBehaviour {
public Shader m_OverdrawShader;
private Camera m_Camera;
private bool m_SceneFogSettings = false;
private CameraClearFlags m_ClearFlagSetting;
private Color m_BackGroundColor;
void Awake()
{
m_Camera = GetComponent<Camera>();
StoreParam();
}
//void OnLevelWasLoaded()
//{
// //每次场景加载取消雾效,缓存并在OnDisable后恢复
// m_SceneFogSettings = RenderSettings.fog;
// RenderSettings.fog = false;
//}
void StoreParam()
{
m_SceneFogSettings = RenderSettings.fog;
RenderSettings.fog = false;
m_ClearFlagSetting = m_Camera.clearFlags;
m_BackGroundColor = m_Camera.backgroundColor;
}
void OnEnable()
{
if (m_OverdrawShader == null)
{
m_OverdrawShader = Shader.Find("Custom/Overdraw");
//m_OverdrawShader = UnityEditor.EditorGUIUtility.LoadRequired("SceneView/SceneViewShowOverdraw.shader") as Shader; //应用unity自带shader即可达到相同效果
}
if (m_OverdrawShader != null && m_Camera != null)
{
RenderSettings.fog = false;
m_Camera.clearFlags = CameraClearFlags.Color;
m_Camera.backgroundColor = Color.black;
m_Camera.SetReplacementShader(m_OverdrawShader, "");
bChanged = true;
}
}
void OnDisable()
{
if (m_Camera != null)
{
RestoreParam();
}
}
void RestoreParam()
{
RenderSettings.fog = m_SceneFogSettings;
//m_Camera.SetReplacementShader(null, ""); //和下面效果相同
m_Camera.ResetReplacementShader();
m_Camera.backgroundColor = m_BackGroundColor;
m_Camera.clearFlags = m_ClearFlagSetting;
}
//测试方法 为了方便切换 可在非运行模式下测试
bool bChanged;
bool bInited;
[ContextMenu("ChangeMode")]
public void ChangeMode()
{
if (bChanged)
{
RestoreParam();
}
else
{
if (!bInited)
{
m_Camera = GetComponent<Camera>();
StoreParam();
m_OverdrawShader = Shader.Find("Custom/Overdraw");
bInited = true;
}
RenderSettings.fog = false;
m_Camera.clearFlags = CameraClearFlags.Color;
m_Camera.backgroundColor = Color.black;
m_Camera.SetReplacementShader(m_OverdrawShader, "");
}
bChanged = !bChanged;
}
}