Unity自定义shader的同一种材质的渐变

浮点值的变化

public class FloatInterpolator
{
    private Material material;
    private string name;
    private float startValue; 
    private float targetValue; 
    private float duration;
    private float elapsedTime; 

    public float CurrentValue { get; private set; } 

    public bool IsInterpolating { get; private set; } 

    public FloatInterpolator(Material mat, string name, float targetValue, float duration)
    {
        this.material = mat;
        this.name = name;
        this.startValue = mat.GetFloat(name);
        this.targetValue = targetValue;
        this.duration = duration;
        elapsedTime = 0f;
        CurrentValue = startValue;
        IsInterpolating = false;
    }

    public void StartInterpolation()
    {
        if (duration <= 0f)
        {
            CurrentValue = targetValue;
            IsInterpolating = false;
        }
        else
        {
            elapsedTime = 0f;
            IsInterpolating = true;
        }
    }

    public void UpdateInterpolation()
    {
        if (!IsInterpolating)
            return;

        elapsedTime += Time.deltaTime;

        if (elapsedTime >= duration)
        {
            CurrentValue = targetValue;
            IsInterpolating = false;
        }
        else
        {
            float t = elapsedTime / duration;
            CurrentValue = Mathf.Lerp(startValue, targetValue, t);
            material.SetFloat(name, CurrentValue);
        }
    }
}

颜色的变化

public class ColorInterpolator
{
    private Material material;
    private string name;
    private Color startValue; 
    private Color targetValue; 
    private float duration; 
    private float elapsedTime; 

    public Color CurrentValue { get; private set; } 

    public bool IsInterpolating { get; private set; } 

    public ColorInterpolator(Material mat, string name, Color targetValue, float duration)
    {
        this.name = name;
        this.material = mat;
        this.startValue = mat.GetColor(name);
        this.targetValue = targetValue;
        this.duration = duration;
        elapsedTime = 0f;
        CurrentValue = startValue;
        IsInterpolating = false;
    }

    public void StartInterpolation()
    {
        if (duration <= 0f)
        {
            CurrentValue = targetValue;
            IsInterpolating = false;
        }
        else
        {
            elapsedTime = 0f;
            IsInterpolating = true;
        }
    }

    public void UpdateInterpolation()
    {
        if (!IsInterpolating)
            return;

        elapsedTime += Time.deltaTime;

        if (elapsedTime >= duration)
        {
            CurrentValue = targetValue;
            IsInterpolating = false;
        }
        else
        {
            float t = elapsedTime / duration;
            float r = Mathf.Lerp(startValue.r, targetValue.r, t);
            float g = Mathf.Lerp(startValue.g, targetValue.g, t);
            float b = Mathf.Lerp(startValue.b, targetValue.b, t);
            float a = Mathf.Lerp(startValue.a, targetValue.a, t);
            CurrentValue = new Color(r, g, b, a);
            material.SetColor(name, CurrentValue);
        }
    }
}

调用方法: 多个参数 或者多个颜色 需要加入列表,通过遍历来实现插值变换

    private List<FloatInterpolator> interpolators;
    private ColorInterpolator colorinterpolator;
	public void Update()
	{
	        if (interpolators.Count != 0)
	        {
	            foreach (FloatInterpolator item in interpolators)
	            {
	                item.UpdateInterpolation();
	            }
	        }
	        if (colorinterpolator != null)
	        {
	            colorinterpolator.UpdateInterpolation();
	        }
	}
	public void DoMat(Material material){
	    interpolators.Clear();
        FloatInterpolator interpolator1 = new FloatInterpolator(getCurMat(), "_Emission", material.GetFloat("_Emission"), 3);
        FloatInterpolator interpolator2 = new FloatInterpolator(getCurMat(), "_Metalic", material.GetFloat("_Metalic"), 3);
        interpolators.Add(interpolator1);
        interpolators.Add(interpolator2);
        colorinterpolator = null;
        colorinterpolator = new ColorInterpolator(getCurMat(), "_Color", material.GetColor("_Color"), 3);
        foreach (FloatInterpolator item in interpolators)
        {
            item.StartInterpolation();
        }
        colorinterpolator.StartInterpolation();
	}

getCurMat()方法是返回需要变化的材质,DoMat中传入的参数是变化的最终结果的材质。

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