unity3d shader 代码控制开关属性

直接上代码shader

Shader "ShaerTest" {
Properties {
    _Color("Tint",Color ) = (0.5,0.5,0.5,0.5)
    _MainTex ("Base (RGB) Trans (A)", 2D) = "white" {}
    [Enum(UnityEngine.Rendering.BlendMode)] _SrcBlend ("Src Blend Mode", Float) = 1  //声明外部控制开关
    [Enum(UnityEngine.Rendering.BlendMode)] _DstBlend ("Dst Blend Mode", Float) = 1  //声明外部控制开关
    [Enum(Off, 0, On, 1)] _ZWrite ("ZWrite", Float) = 0  //声明外部控制开关
    [Enum(UnityEngine.Rendering.CompareFunction)] _ZTest ("ZTest", Float) = 0  //声明外部控制开关
    [Enum(UnityEngine.Rendering.CullMode)] _Cull ("Cull Mode", Float) = 1  //声明外部控制开关
}

SubShader {
    Tags {"Queue"="Geometry" "RenderType"="Opaque"}
    LOD 200
    Blend [_SrcBlend] [_DstBlend] //获取值应用
    ZWrite [_ZWrite] //获取值应用
    ZTest [_ZTest] //获取值应用
    Cull [_Cull] //获取值应用

    Pass {  
        CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag

            #include "UnityCG.cginc"

            struct appdata_t {
                float4 vertex : POSITION;
                float2 texcoord : TEXCOORD0;
                fixed4 color : COLOR;
            };

            struct v2f {
                float4 vertex : SV_POSITION;
                half2 texcoord : TEXCOORD0;
                fixed4 color : TEXCOORD1;
            };

            sampler2D _MainTex;
            float4 _MainTex_ST;
            fixed4 _Color;

            v2f vert (appdata_t v)
            {
                v2f o;
                o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
                o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
                o.color = v.color;
                return o;
            }

            fixed4 frag (v2f i) : SV_Target
            {
                fixed4 col = tex2D(_MainTex, i.texcoord)*_Color * i.color;
                return col;
            }
        ENDCG
    }
}

}





   [Enum(UnityEngine.Rendering.CullMode)] _Cull ("Cull Mode", Float) = 1
        [Enum(Off,0,On,1)] _ZWrite ("ZWrite", Float) = 1
        [Enum(Less,0, Greater,1, LEqual,2, GEqual,3, Equal,4, NotEqual,5, Always,6)] _ZTest ("ZTest", Float) = 1
        [Enum(UnityEngine.Rendering.BlendMode)] _SourceBlend ("Source Blend Mode", Float) = 2        
        [Enum(UnityEngine.Rendering.BlendMode)] _DestBlend ("Dest Blend Mode", Float) = 2

C#代码 下面举例一个 其他的你懂的

gameObject.GetComponent<MeshRenderer>().sharedMaterial.SetInt("_ZWrite", 1);
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以下是一个简单的Unity3D着色器,可以制作冰冻效果。它使用了一个简单的反射纹理和一个噪声纹理来创建冰的外观。 ``` Shader "Custom/IceShader" { Properties { _MainTex ("Texture", 2D) = "white" {} _ReflectTex ("Reflect Texture", 2D) = "white" {} _NoiseTex ("Noise Texture", 2D) = "white" {} _BumpScale ("Bump Scale", Range(0.01, 0.1)) = 0.05 _Reflectivity ("Reflectivity", Range(0.0, 1.0)) = 0.5 _NoiseScale ("Noise Scale", Range(0.1, 10.0)) = 1.0 _IceColor ("Ice Color", Color) = (1,1,1,1) } SubShader { Tags { "Queue"="Transparent" "RenderType"="Opaque" } LOD 100 CGPROGRAM #pragma surface surf Standard sampler2D _MainTex; sampler2D _ReflectTex; sampler2D _NoiseTex; float _BumpScale; float _Reflectivity; float _NoiseScale; fixed4 _IceColor; struct Input { float2 uv_MainTex; float2 uv_ReflectTex; float2 uv_NoiseTex; float3 worldPos; float3 worldNormal; }; void surf (Input IN, inout SurfaceOutputStandard o) { // Get the base color from the main texture fixed4 baseColor = tex2D(_MainTex, IN.uv_MainTex); // Get the reflection from the reflect texture fixed4 reflectColor = tex2D(_ReflectTex, IN.uv_ReflectTex); // Combine the base color and reflection fixed4 finalColor = lerp(baseColor, reflectColor, _Reflectivity); // Apply the ice color finalColor *= _IceColor; // Get the bump from the noise texture float4 noise = tex2D(_NoiseTex, IN.uv_NoiseTex); // Convert the noise to a normal vector float3 normal = UnpackNormal(noise.rgb); // Apply the bump to the surface normal IN.worldNormal += normal * _BumpScale; // Set output parameters o.Albedo = finalColor.rgb; o.Metallic = 0.0; o.Smoothness = 1.0; o.Normal = normalize(IN.worldNormal); o.Emission = finalColor.rgb; o.Occlusion = 1.0; o.Alpha = finalColor.a; } ENDCG } FallBack "Diffuse" } ``` 要使用这个着色器,您需要将三个纹理分别指定给_MainTex,_ReflectTex和_NoiseTex属性。您还可以调整_BumpScale,_Reflectivity和_NoiseScale参数来改变效果。最后,您可以使用_IceColor来指定冰的颜色。
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