目录
一、创建空物体,挂载Projector,并赋值Material(作用:将Projector范围内的物体材质替换为Projector的Material)
二、我们的主角(带有忽略Projector影响属性的物体,我把它弄得比较漂亮一点)
上图Projector组件挂载于空物体上,拖拽一个材质球给它,注意材质球是有条件的,我会贴材质球相关的Shader
一、创建空物体,挂载Projector,并赋值Material(作用:将Projector范围内的物体材质替换为Projector的Material)
(其实Shader创一个Unlit Shader即可)
//一个简单的顶点片元着色器,多了一个颜色值混合和乘上一个uv.x(随便搞的)
Shader "Unlit/ProjectorShaderTest"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_Color("Color", Color) = (1,1,1,1)
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _MainTex_ST;
fixed4 _Color;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
// sample the texture
fixed4 col = tex2D(_MainTex, i.uv);
return col * _Color * i.uv.x;
}
ENDCG
}
}
}
二、我们的主角(带有忽略Projector影响属性的物体,我把它弄得比较漂亮一点)
// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
Shader "Unlit/IgnoreProjectorShaderTest"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
}
SubShader
{
Tags {
"RenderType"="Opaque"
"IgnoreProjector"="True" //忽略Projector影响
}
LOD 100
Pass
{
Tags{
"LightMode" = "ForwardBase"
}
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_fwdbase
#include "UnityCG.cginc"
#include "Lighting.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
float3 normal : NORMAL;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
float3 normal : NORMAL;
float4 pos : TEXCOORD1;
};
sampler2D _MainTex;
float4 _MainTex_ST;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
o.normal = UnityObjectToWorldNormal(v.normal);
o.pos = mul(unity_ObjectToWorld, v.vertex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
// sample the texture
fixed4 col = tex2D(_MainTex, i.uv);
fixed3 l = normalize(UnityWorldSpaceLightDir(i.pos));
fixed3 n = normalize(i.normal);
fixed diffuse = _LightColor0.rgb * (dot(l, n) * 0.5 + 0.5);
col.rgb = col.rgb * diffuse * (1-n); //五颜六色
return col;
}
ENDCG
}
}
}
当我注释掉IgnoreProjector时
默认IgnoreProjector为False,即受Projector影响,会将物体的材质变成Projector的材质如下图
三、问题
一、为什么给Projector的Material赋值标准着色器材质就无法渲染呢?