设置LOD值
1:LOD (Level of Detail),根据LOD来设置使用不同版本的Shader;
2:着色器中给SubShader一个LOD值,
个LOD值,程序来设置这 个shader的LOD值,只有第一个小于等于LOD值subShader才会被执行;
3:每个shader最多只会有一个SubShader被使用;
4:通过Shader maximumLoD来设置最大的LOD值;
5:设置全局的LOD值,Shader.globalMaximumLOD;
6: Unity内置着色器分LOD等级:
(1)VertexLit kind of shaders 100
(2) Decal, Reflective VertexLit 150
(3)Diffuse 200
(4)Difuse Detail 250
(5) Bumped, Specular 300
(6) BumpedSpecular 400
(7) Parallax 500
(8) Parallax Specular 600
shader案例:
LOD值分别为 (600,500,400)
Shader "GFStudy/LodShader"
{
Properties
{
_Color ("Color", Color) = (1,1,1,1)
_MainTex ("Albedo (RGB)", 2D) = "white" {}
_Glossiness ("Smoothness", Range(0,1)) = 0.5
_Metallic ("Metallic", Range(0,1)) = 0.0
}
// 一个shader程序,即使有多个SubShader ,也会根据实际情况,选择一个执行,其他的就不执行了。
// 找到第一个 小于等于 Shader.maximumLODSubShaderSubShader 的值
// 所以一般 lod排序 大的在前面,小的在后面, 如果小的在前面的话,在改变lod值时,会被这个小的满足而停止往后查找SubShader
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 600 // LOD
CGPROGRAM
// Physically based Standard lighting model, and enable shadows on all light types
#pragma surface surf Standard fullforwardshadows
// Use shader model 3.0 target, to get nicer looking lighting
#pragma target 3.0
sampler2D _MainTex;
struct Input
{
float2 uv_MainTex;
};
half _Glossiness;
half _Metallic;
fixed4 _Color;
// Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader.
// See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing.
// #pragma instancing_options assumeuniformscaling
UNITY_INSTANCING_BUFFER_START(Props)
// put more per-instance properties here
UNITY_INSTANCING_BUFFER_END(Props)
void surf (Input IN, inout SurfaceOutputStandard o)
{
// Albedo comes from a texture tinted by color
//fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
o.Albedo = fixed3(1.0f,0.0f,0.0f); // 红色
// Metallic and smoothness come from slider variables
/*o.Metallic = _Metallic;
o.Smoothness = _Glossiness;
o.Alpha = c.a;*/
}
ENDCG
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 500 // LOD
CGPROGRAM
// Physically based Standard lighting model, and enable shadows on all light types
#pragma surface surf Standard fullforwardshadows
// Use shader model 3.0 target, to get nicer looking lighting
#pragma target 3.0
sampler2D _MainTex;
struct Input
{
float2 uv_MainTex;
};
half _Glossiness;
half _Metallic;
fixed4 _Color;
// Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader.
// See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing.
// #pragma instancing_options assumeuniformscaling
UNITY_INSTANCING_BUFFER_START(Props)
// put more per-instance properties here
UNITY_INSTANCING_BUFFER_END(Props)
void surf (Input IN, inout SurfaceOutputStandard o)
{
// Albedo comes from a texture tinted by color
//fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
o.Albedo = fixed3(0.0f,1.0f,0.0f); // 绿色
// Metallic and smoothness come from slider variables
/*o.Metallic = _Metallic;
o.Smoothness = _Glossiness;
o.Alpha = c.a;*/
}
ENDCG
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 400 // LOD
CGPROGRAM
// Physically based Standard lighting model, and enable shadows on all light types
#pragma surface surf Standard fullforwardshadows
// Use shader model 3.0 target, to get nicer looking lighting
#pragma target 3.0
sampler2D _MainTex;
struct Input
{
float2 uv_MainTex;
};
half _Glossiness;
half _Metallic;
fixed4 _Color;
// Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader.
// See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing.
// #pragma instancing_options assumeuniformscaling
UNITY_INSTANCING_BUFFER_START(Props)
// put more per-instance properties here
UNITY_INSTANCING_BUFFER_END(Props)
void surf (Input IN, inout SurfaceOutputStandard o)
{
// Albedo comes from a texture tinted by color
//fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
o.Albedo = fixed3(0.0f,0.0f,1.0f); // 蓝色
// Metallic and smoothness come from slider variables
/*o.Metallic = _Metallic;
o.Smoothness = _Glossiness;
o.Alpha = c.a;*/
}
ENDCG
}
FallBack "Diffuse"
}
C#控制代码:
using UnityEngine;
public class LodShaderCtrl : MonoBehaviour
{
public Shader m_Shader;
[SerializeField]
private int m_lodValue;
// Update is called once per frame
void Update()
{
// 当前shader 最大的lod value
this.m_Shader.maximumLOD = this.m_lodValue;
}
}
LOD200:使用 Diffuse
LOD400:
LOD500:
LOD600:
渲染队列
1:渲染队列标签可选值:
(1)Background 背景,对应的值为1000;
(2) Geometry(default) 几何体对应的值为2000,这个队列是默认的渲染队列,大多数不透明
的物体;
(3)AlphaTest Alpha测试,对应值为2450, alpha测试的几何体使用这种队列,它是独立手
Geometry的队列,它可以在所有固体对象绘制后更有效的渲染采用Alpha测试的对象;
(4)Transparent:透明,对应值3000,这个渲染队列在Geometry被渲染,采用从后向前的次F
任何有alpha混合的对象都在这个队列里面渲染;
(5)Overlay 授盖对应值 为4000,这个渲染队列是最后渲染的物体;
2:Unity 渲染模式:普通物体从前向后渲染,Apha从后向前渲染;
2:渲染队列的数值决定了Unity在渲染场景物体时的先后顺序,关闭深度测试的情况下;
渲染队列修改代码:
Shader "GFStudy/Renderqueue"
{
// 渲染队列
Properties
{
_Color ("Color", Color) = (1,1,1,1)
_MainTex ("Albedo (RGB)", 2D) = "white" {}
_Glossiness ("Smoothness", Range(0,1)) = 0.5
_Metallic ("Metallic", Range(0,1)) = 0.0
}
SubShader
{
Tags { "RenderType"="Opaque" "Queue"="Geometry+100" } // "Geometry+100" 这里时在集合体渲染队列 在 加 100
LOD 200
ZTest off //关闭深度测试
CGPROGRAM
// Physically based Standard lighting model, and enable shadows on all light types
#pragma surface surf Standard fullforwardshadows
// Use shader model 3.0 target, to get nicer looking lighting
#pragma target 3.0
sampler2D _MainTex;
struct Input
{
float2 uv_MainTex;
};
half _Glossiness;
half _Metallic;
fixed4 _Color;
// Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader.
// See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing.
// #pragma instancing_options assumeuniformscaling
UNITY_INSTANCING_BUFFER_START(Props)
// put more per-instance properties here
UNITY_INSTANCING_BUFFER_END(Props)
void surf (Input IN, inout SurfaceOutputStandard o)
{
// Albedo comes from a texture tinted by color
//fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
o.Albedo = _Color.rgb;
// Metallic and smoothness come from slider variables
/*o.Metallic = _Metallic;
o.Smoothness = _Glossiness;
o.Alpha = c.a;*/
}
ENDCG
}
FallBack "Diffuse"
}
通过修改渲染队列,可以让后面的物体先绘制
效果如下:
未修改渲染队列前:(绿球在白方块的后面,实际摆放也是这样子的)
修改渲染队列以后:(绿球会渲染在白方块前面,在shader中要关闭深度测试)