[Unity] Shader(着色器)之纹理贴图

在Shader中,我们除了可以设定各种光线处理外,还可以增加纹理贴图。

使用 settexture 命令可以为着色器指定纹理。

 

示例代码:

Shader "Sbin/ff2" {
    // 贴图采样
    properties {
        // 变量名("描述名",类型)=值
        _Color("主体", color)=(1,1,1,1)
        _Ambient("环境光", color)=(0.3,0.3,0.3,0.3)
        _Specular("高光", color)=(1,1,1,1)

        // 变量名("描述名",range(区域最小值,区域最大值)=默认值
        _Shininess("高光强度",range(0,8))=4
        _Emission("自发光", color)=(1,1,1,1)

        _Constant("透明通道", color)=(1,1,1,0.3)

        _MainTex("纹理", 2d)=""
        _SecondTex("第二张纹理",2d)=""


    }

    SubShader {
Tags { "Queue" = "Transparent" }


        pass {

            Blend SrcAlpha OneMinusSrcAlpha

            material {
                diffuse[_Color]
                ambient[_Ambient]
                specular[_Specular]
                shininess[_Shininess]
                emission[_Emission]
            }
            lighting on // 启用光照
            separatespecular on  // 镜面高光

            // 纹理属性
            settexture[_MainTex] {
                // 合并 当前纹理 * 前面所有材质和关照的颜色
                // primary 代表顶点光照后的颜色
                // double 颜色*2
                // quad 颜色*4
                combine texture * primary double
            }

            // 第二张纹理
            settexture[_SecondTex] {    
                // 用当前采用到的纹理与之前所有采样到的结果进行混合        

                //combine texture * previous double

                // , 号后面的参数,它只是取了纹理alpha通道, 前面所有的颜色alpha值失效
                constantcolor[_Constant]
                combine texture * previous double, texture * constant
            }
        }
    }
    // FallBack "Diffuse"
}

 

效果图:

 

 

默认渲染顺序图:

 

指令说明

settexture 应用纹理

combine 纹理混合时使用的计算方式  

Shader "Examples/2 Alpha Blended Textures" {
    Properties {
        _MainTex ("Base (RGB)", 2D) = "white" {}
        _BlendTex ("Alpha Blended (RGBA) ", 2D) = "white" {}
    }
    SubShader {
        Pass {
            // Apply base texture
            SetTexture [_MainTex] {
                combine texture
            }
            // Blend in the alpha texture using the lerp operator
            SetTexture [_BlendTex] {
                combine texture lerp (texture) previous
            }
        }
    }
}

 

constantColor 透明通道

Blend 进行阿尔法最后的混合,制作透明的游戏对象  

Tags 控制渲染顺序

 

【官方文档中的一些说明】

 

Blend operations (混合操作)

 

可以使用的混合方式:

 

  
AddAdd source and destination together.  源和目标叠加在一起
SubSubtract destination from source.  从源上减去
RevSubSubtract source from destination. 
MinUse the smaller of source and destination.
MaxUse the larger of source and destination.
LogicalClearLogical operation: Clear (0) DX11.1 only.
LogicalSetLogical operation: Set (1) DX11.1 only.
LogicalCopyLogical operation: Copy (s) DX11.1 only.
LogicalCopyInvertedLogical operation: Copy inverted (!s) DX11.1 only.
LogicalNoopLogical operation: Noop (d) DX11.1 only.
LogicalInvertLogical operation: Invert (!d) DX11.1 only.
LogicalAndLogical operation: And (s & d) DX11.1 only.
LogicalNandLogical operation: Nand !(s & d) DX11.1 only.
LogicalOrLogical operation: Or (s | d) DX11.1 only.
LogicalNorLogical operation: Nor !(s | d) DX11.1 only.
LogicalXorLogical operation: Xor (s ^ d) DX11.1 only.
LogicalEquivLogical operation: Equivalence !(s ^ d) DX11.1 only.
LogicalAndReverseLogical operation: Reverse And (s & !d) DX11.1 only.
LogicalAndInvertedLogical operation: Inverted And (!s & d) DX11.1 only.
LogicalOrReverseLogical operation: Reverse Or (s | !d) DX11.1 only.
LogicalOrInvertedLogical operation: Inverted Or (!s | d) DX11.1 only.

 

 

Blend factors (混合因子)

All following properties are valid for both SrcFactor & DstFactor in the Blend command.Source refers to the calculated color, Destination is the color already on the screen. The blend factors are ignored if BlendOp is using logical operations.

所有指令都是使用 SrcFactor & DstFactor 的方式进行混合。 源是指要计算的颜色, 目的地是指当前已经要显示在屏幕上的颜色。 如果忽略了逻辑运算符则使用 BlendOp 方式。

  
OneThe value of one - use this to let either the source or the destination color come through fully.
ZeroThe value zero - use this to remove either the source or the destination values.
SrcColorThe value of this stage is multiplied by the source color value.
SrcAlphaThe value of this stage is multiplied by the source alpha value.
DstColorThe value of this stage is multiplied by frame buffer source color value.
DstAlphaThe value of this stage is multiplied by frame buffer source alpha value.
OneMinusSrcColorThe value of this stage is multiplied by (1 - source color).
OneMinusSrcAlphaThe value of this stage is multiplied by (1 - source alpha).
OneMinusDstColorThe value of this stage is multiplied by (1 - destination color).
OneMinusDstAlphaThe value of this stage is multiplied by (1 - destination alpha).

 

Details (详情)

下面是最常用的混合类型:

Blend SrcAlpha OneMinusSrcAlpha // 透明通道混合
Blend One One // Additive 叠加
Blend OneMinusDstColor One // Soft Additive 柔性叠加
Blend DstColor Zero // Multiplicative 相乘
Blend DstColor SrcColor // 2x Multiplicative 2倍乘法


Example (示例)

  下面是一个小例子,可以在屏幕上添加一个纹理的纹理:
Shader "Simple Additive" {
    Properties {
        _MainTex ("Texture to blend", 2D) = "black" {}
    }
    SubShader {
        Tags { "Queue" = "Transparent" }
        Pass {
            Blend One One
            SetTexture [_MainTex] { combine texture }
        }
    }
}

 

Tags 语法

    Tags { "TagName1" = "Value1" "TagName2" = "Value2" }

Subshader 语法

Subshader { [Tags] [CommonState] Passdef [Passdef ...] }
 

转载于:https://www.cnblogs.com/yangyxd/p/5348795.html

  • 0
    点赞
  • 0
    收藏
    觉得还不错? 一键收藏
  • 0
    评论
评论
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值