天空盒时通过天空盒材质更改实现的,新建材质,选择shader/skybox/6sided,然后添加六个天空盒贴图就可以实现天空盒,如果想实现天气变化则需要至少两套贴图,并需要实现渐变。此时需要新建着色器shader。Create/shader/unityshader然后双击新建的shader,添加如下代码,然后将此shader添加到相应材质上,就会看到相应材质有12个贴图槽,即两套天空盒贴图,拖入相应的贴图,通过材质的setfloat方法控制参数_Blend的值即可实现渐变,如第二段代码所示,也可加入灯光强度的设置,以达到相关效果。
Shader "Skybox/Blended" {
Properties{
_Tint("Tint Color", Color) = (.5, .5, .5, .5)
_Blend("Blend", Range(0.0,1.0)) = 0.5
_FrontTex("Front (+Z)", 2D) = "white" {}
_BackTex("Back (-Z)", 2D) = "white" {}
_LeftTex("Left (+X)", 2D) = "white" {}
_RightTex("Right (-X)", 2D) = "white" {}
_UpTex("Up (+Y)", 2D) = "white" {}
_DownTex("Down (-Y)", 2D) = "white" {}
_FrontTex2("2 Front (+Z)", 2D) = "white" {}
_BackTex2("2 Back (-Z)", 2D) = "white" {}
_LeftTex2("2 Left (+X)", 2D) = "white" {}
_RightTex2("2 Right (-X)", 2D) = "white" {}
_UpTex2("2 Up (+Y)", 2D) = "white" {}
_DownTex2("2 Down (-Y)", 2D) = "white" {}
}
SubShader{
Tags{ "Queue" = "Background" }
Cull Off
Fog{ Mode Off }
Lighting Off
Color[_Tint]
Pass{
SetTexture[_FrontTex]{ combine texture }
SetTexture[_FrontTex2]{ constantColor(0,0,0,[_Blend]) combine texture lerp(constant) previous }
}
Pass{
SetTexture[_BackTex]{ combine texture }
SetTexture[_BackTex2]{ constantColor(0,0,0,[_Blend]) combine texture lerp(constant) previous }
}
Pass{
SetTexture[_LeftTex]{ combine texture }
SetTexture[_LeftTex2]{ constantColor(0,0,0,[_Blend]) combine texture lerp(constant) previous }
}
Pass{
SetTexture[_RightTex]{ combine texture }
SetTexture[_RightTex2]{ constantColor(0,0,0,[_Blend]) combine texture lerp(constant) previous }
}
Pass{
SetTexture[_UpTex]{ combine texture }
SetTexture[_UpTex2]{ constantColor(0,0,0,[_Blend]) combine texture lerp(constant) previous }
}
Pass{
SetTexture[_DownTex]{ combine texture }
SetTexture[_DownTex2]{ constantColor(0,0,0,[_Blend]) combine texture lerp(constant) previous }
}
}
Fallback "Skybox/6 Sided", 1
}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class SetWeather : MonoBehaviour {
public Material sky;
public Light sun;
private float cloudValue = 0f;
private float sunIntensity;
private void SetOvercast(float value)
{
sky.SetFloat("_Blend", value);
// sun.intensity = sunIntensity - (sunIntensity * value);
}
// Use this for initialization
void Start () {
sunIntensity = sun.intensity;
}
// Update is called once per frame
void Update () {
SetOvercast(cloudValue);
cloudValue += 0.005f;
}
}