目录
1.1、利用ShaderGUI派生类来重新绘制Shader的Inspector窗口
1.2、利用MaterialPropertyDrawers,即加标签形式扩展
一、Shader编辑器扩展——简单介绍
1.1、利用ShaderGUI派生类来重新绘制Shader的Inspector窗口
Shader "Unlit/BaseUnityShader"
{
Properties
{
_MainTex("Texture", 2D) = "white" {}
//[Toggle(REDIFY_ON)] _Redify("Red?", Int) = 0
}
SubShader
{
Tags { "RenderType" = "Opaque" }
LOD 200
CGPROGRAM
#pragma surface surf Lambert addshadow
#pragma shader_feature REDIFY_ON
sampler2D _MainTex;
struct Input {
float2 uv_MainTex;
};
void surf(Input IN, inout SurfaceOutput o)
{
half4 c = tex2D(_MainTex, IN.uv_MainTex);
o.Albedo = c.rgb;
o.Alpha = c.a;
#if REDIFY_ON
o.Albedo.gb *= 0.5;
#endif
}
ENDCG
}
CustomEditor "UnityShaderEditorUI" //指向继承于ShaderGUI的类,进行编辑Shader的Inspector窗口
}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
using System;
public class UnityShaderEditorUI : ShaderGUI
{
static string KEY = "REDIFY_ON";
public override void OnGUI(MaterialEditor materialEditor, MaterialProperty[] properties)
{
base.OnGUI(materialEditor, properties);
Material targetMat = materialEditor.target as Material;
bool redify = Array.IndexOf(targetMat.shaderKeywords, KEY) != -1;
EditorGUI.BeginChangeCheck();
redify = EditorGUILayout.Toggle("Redify material", redify);
if (EditorGUI.EndChangeCheck())
{
if (redify)
{
targetMat.EnableKeyword(KEY);
}
else
{
targetMat.DisableKeyword(KEY);
}
}
}
}
1.2、利用MaterialPropertyDrawers,即加标签形式扩展
Shader "Unlit/BaseUnityShader"
{
Properties
{
_MainTex("Texture", 2D) = "white" {}
//Toggle标签,REDIFY_ON是Shader变体,设置该属性会直接赋值到变体上(控制开关)
[Toggle(REDIFY_ON)] _Redify("Red?", Int) = 0
}
SubShader
{
Tags { "RenderType" = "Opaque" }
LOD 200
CGPROGRAM
#pragma surface surf Lambert addshadow
//Shader变体 REDIFY_ON
#pragma shader_feature REDIFY_ON
sampler2D _MainTex;
struct Input {
float2 uv_MainTex;
};
void surf(Input IN, inout SurfaceOutput o)
{
half4 c = tex2D(_MainTex, IN.uv_MainTex);
o.Albedo = c.rgb;
o.Alpha = c.a;
#if REDIFY_ON
o.Albedo.gb *= 0.5;
#endif
}
ENDCG
}
//CustomEditor "UnityShaderEditorUI" //指向继承于ShaderGUI的类,进行编辑Shader的Inspector窗口
}
二、介绍Shader编辑器扩展的标签形式——方便好用
Shader "Unlit/DrawerUnityShader"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
//Toggle
[Toggle] _Toggle("Tog?", Float) = 0
[Toggle(ENABLE_FANCY)] _Fancy("Fancy", Float) = 0
[Enum(UnityEngine.ShaderMilk.ShaderEnum)] _ShaderEnum("ShaderEnum", Float) = 1
[Enum(Apple, 1, Banana, 2)] _Flood("Flood", Float) = 1
//三个变种key名称为:属性名+_+枚举名(全大写) 如:_OVERLAY_NONE
[KeywordEnum(None, Add, Multiply)] _Overlay("Overlay", Float) = 0//疑问:如何不选择任意一个变体 为空
//非线性滑动条
[PowerSlider(3.0)] _Shininess("Shininess", Range(0.01, 1)) = 0.08
[IntRange] _Alpha ("Alpha", Range(0, 255)) = 100
[Space] _Prop1 ("Prop1", Float) = 0
[Space(50)] _Prop2 ("Prop2", Float) = 0
[Header(Test)] _Header1("Header1" , Float) = 0
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
// make fog work
#pragma multi_compile_fog
#pragma multi_compile _OVERLAY_NONE _OVERLAY_ADD _OVERLAY_MULTIPLY
#pragma multi_compile _ ENABLE_FANCY
//#pragma shader_feature ENABLE_FANCY
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
UNITY_FOG_COORDS(1)
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _MainTex_ST;
float _ShaderEnum;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
UNITY_TRANSFER_FOG(o,o.vertex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
// sample the texture
fixed4 col = tex2D(_MainTex, i.uv);
// apply fog
UNITY_APPLY_FOG(i.fogCoord, col);
if (_ShaderEnum == 1) {
col = fixed4(1, 0, 0, 1);
}else if (_ShaderEnum == 4) {
col = fixed4(0, 1, 0, 1);
}
#if _OVERLAY_NONE
col = fixed4(1, 1, 0, 1);
#elif _OVERLAY_ADD
col = fixed4(1, 0, 1, 1);
#elif _OVERLAY_MULTIPLY
col = fixed4(1, 0.5, 1, 1);
#else
col = fixed4(0, 0, 0, 1);
#endif
return col;
}
ENDCG
}
}
}
更多知识可参考Unity官方手册Custom Shader GUI、MaterialPropertyDrawers等