UnityShader中级篇——程序纹理


1.使用单张纹理shader

// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'

Shader "Unity Shaders Book/Chapter 7/Single Texture" {
	Properties {
		_Color ("Color Tint", Color) = (1, 1, 1, 1)
		_MainTex ("Main Tex", 2D) = "white" {}
		_Specular ("Specular", Color) = (1, 1, 1, 1)
		_Gloss ("Gloss", Range(8.0, 256)) = 20
	}
	SubShader {		
		Pass { 
			Tags { "LightMode"="ForwardBase" }
		
			CGPROGRAM
			
			#pragma vertex vert
			#pragma fragment frag

			#include "Lighting.cginc"
			
			fixed4 _Color;
			sampler2D _MainTex;
			float4 _MainTex_ST;
			fixed4 _Specular;
			float _Gloss;
			
			struct a2v {
				float4 vertex : POSITION;
				float3 normal : NORMAL;
				float4 texcoord : TEXCOORD0;
			};
			
			struct v2f {
				float4 pos : SV_POSITION;
				float3 worldNormal : TEXCOORD0;
				float3 worldPos : TEXCOORD1;
				float2 uv : TEXCOORD2;
			};
			
			v2f vert(a2v v) {
				v2f o;
				o.pos = UnityObjectToClipPos(v.vertex);
				
				o.worldNormal = UnityObjectToWorldNormal(v.normal);
				
				o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
				
				o.uv = v.texcoord.xy * _MainTex_ST.xy + _MainTex_ST.zw;
				// Or just call the built-in function
//				o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
				
				return o;
			}
			
			fixed4 frag(v2f i) : SV_Target {
				fixed3 worldNormal = normalize(i.worldNormal);
				fixed3 worldLightDir = normalize(UnityWorldSpaceLightDir(i.worldPos));
				
				// Use the texture to sample the diffuse color
				fixed3 albedo = tex2D(_MainTex, i.uv).rgb * _Color.rgb;
				
				fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz * albedo;
				
				fixed3 diffuse = _LightColor0.rgb * albedo * max(0, dot(worldNormal, worldLightDir));
				
				fixed3 viewDir = normalize(UnityWorldSpaceViewDir(i.worldPos));
				fixed3 halfDir = normalize(worldLightDir + viewDir);
				fixed3 specular = _LightColor0.rgb * _Specular.rgb * pow(max(0, dot(worldNormal, halfDir)), _Gloss);
				
				return fixed4(ambient + diffuse + specular, 1.0);
			}
			
			ENDCG
		}
	} 
	FallBack "Specular"
}

2.在物体上添加以下代码,使用了SetProperty开源插件

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

[ExecuteInEditMode]   //使代码能够在编辑器模式下运行
public class ProceduralTextureGeneration : MonoBehaviour {

    //声明一个材质,这个材质将使用该脚本中生成的程序纹理
    public Material material = null;

    //声明该程序纹理使用的各种参数
    #region Material properties

    //纹理大小
    [SerializeField, SetProperty("textureWidth")]  //使用SetProperty插件可以在面板上修改属性时仍执行set函数
    private int m_textureWidth = 512;
    public int textureWidth
    {
        get { return m_textureWidth; }
        set
        {
            m_textureWidth = value;
            _UpdateMaterial();
        }
    }

    //纹理的背景颜色
    [SerializeField, SetProperty("backgroundColor")]
    private Color m_backgroundColor = Color.white;
    public Color backgroundColor
    {
        get { return m_backgroundColor; }
        set
        {
            m_backgroundColor = value;
            _UpdateMaterial();
        }
    }

    //圆点的颜色
    [SerializeField, SetProperty("circleColor")]
    private Color m_circleColor = Color.yellow;
    public Color circleColor
    {
        get { return m_circleColor; }
        set
        {
            m_circleColor = value;
            _UpdateMaterial();
        }
    }

    //模糊因子
    [SerializeField, SetProperty("blurFactor")]
    private float m_blurFactor = 2.0F;
    public float blurFactor
    {
        get { return m_blurFactor; }
        set
        {
            m_blurFactor = value;
            _UpdateMaterial();
        }
    }

    #endregion

    //声明一个纹理变量,保存生成的纹理
    private Texture2D m_generatedTexture = null;

    //在start函数中进行相应的检查
    private void Start()
    {
        if(material == null)
        {
            Renderer renderer = gameObject.GetComponent<Renderer>();
            if(renderer == null)
            {
                Debug.LogWarning("Cannot find a renderer.");
                return;
            }
            material = renderer.sharedMaterial;
        }
        _UpdateMaterial();
    }
    
    //更新程序纹理
    private void _UpdateMaterial()
    {
        if(material != null)
        {
            m_generatedTexture = _GenerateProceduralTexture();
            material.SetTexture("_MainTex", m_generatedTexture);
        }
    }

    //混合颜色
    private Color _MixColor(Color color0, Color color1, float mixFactor)
    {
        Color mixColor = Color.white;
        mixColor.r = Mathf.Lerp(color0.r, color1.r, mixFactor);
        mixColor.g = Mathf.Lerp(color0.g, color1.g, mixFactor);
        mixColor.b = Mathf.Lerp(color0.b, color1.b, mixFactor);
        mixColor.a = Mathf.Lerp(color0.a, color1.a, mixFactor);
        return mixColor;
    }

    //生成一张程序纹理
    private Texture2D _GenerateProceduralTexture()
    {
        Texture2D proceduralTexture = new Texture2D(textureWidth, textureWidth);

        //定义圆与圆之间的距离
        float circleInterval = textureWidth / 4.0f;
        //定义圆的半径
        float radius = textureWidth / 10.0f;
        //定义模糊系数
        float edgeBlur = 1.0f / blurFactor;

        //循环每一个像素
        for(int w = 0; w < textureWidth; w++)
        {
            for(int h = 0; h< textureWidth; h++)
            {
                //使用背景颜色初始化
                Color pixel = backgroundColor;

                //依次画9个圆
                for(int i = 0; i < 3; i++)
                {
                    for(int j = 0; j < 3; j++)
                    {
                        //计算当前所绘制的圆的圆心
                        Vector2 circleCenter = new Vector2(circleInterval * (i + 1), circleInterval * (j + 1));
                        //计算当前像素与圆心的距离
                        float dist = Vector2.Distance(new Vector2(w, h), circleCenter) - radius;
                        //模糊圆的边界
                        Color color = _MixColor(circleColor, new Color(pixel.r, pixel.g, pixel.b, 0.0f), Mathf.SmoothStep(0f, 1.0f, dist * edgeBlur));
                        //与之前得到的颜色进行混合
                        pixel = _MixColor(pixel, color, color.a);
                    }
                }
                proceduralTexture.SetPixel(w, h, pixel);
            }
        }
        //强制爸像素写入纹理中
        proceduralTexture.Apply();
        return proceduralTexture;
    }



}

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