如何在着色器上修复法线

问题描述 投票:0回答:1

我在用一些代码制作/拼凑而成的着色器时遇到问题

最初,我的计划是在运行时创建一个着色器。Shader on disabled object?但这似乎是错误的事情,因为据我所知,现在无法在运行时交换着色器。

因此,我希望能够校正我拥有的着色器,以便可以从颜色淡入灰度。但模型的一部分不会消失。我真的不懂着色器...

我到目前为止的代码

Shader "Custom/GreyScaleToColour"
{
Properties
{
    [PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {}
    _Color("Tint", Color) = (1,1,1,1)
    [MaterialToggle] PixelSnap("Pixel snap", Float) = 0
    [HideInInspector] _RendererColor("RendererColor", Color) = (1,1,1,1)
    [HideInInspector] _Flip("Flip", Vector) = (1,1,1,1)
    [PerRendererData] _AlphaTex("External Alpha", 2D) = "white" {}
    [PerRendererData] _EnableExternalAlpha("Enable External Alpha", Float) = 0
    _EffectAmount("Effect Amount", Range(0, 1)) = 1.0
    _Brightness("Brightness", Range(0, 1.5)) = 0.5
}

    SubShader
    {
        Tags
        {
            "Queue" = "Transparent"
            "IgnoreProjector" = "True"
            "RenderType" = "Transparent"
            "PreviewType" = "Plane"
            "CanUseSpriteAtlas" = "True"
        }

        //Cull Off
        Lighting Off
        ZWrite Off
        Blend One OneMinusSrcAlpha

        CGPROGRAM
        #pragma surface surf Lambert vertex:vert nofog nolightmap nodynlightmap keepalpha noinstancing
        #pragma multi_compile _ PIXELSNAP_ON
        #pragma multi_compile _ ETC1_EXTERNAL_ALPHA
        #include "UnitySprites.cginc"

        struct Input
        {
            float2 uv_MainTex;
            fixed4 color;
        };

        void vert(inout appdata_full v, out Input o)
        {
            v.vertex.xy *= _Flip.xy;

            #if defined(PIXELSNAP_ON)
            v.vertex = UnityPixelSnap(v.vertex);
            #endif

            UNITY_INITIALIZE_OUTPUT(Input, o);
            o.color = v.color * _Color * _RendererColor;
        }
        uniform float _EffectAmount;
        uniform float _Brightness;

        void surf(Input IN, inout SurfaceOutput o)
        {
            fixed4 c = SampleSpriteTexture(IN.uv_MainTex) * IN.color;
            c.rgb = lerp(c.rgb, dot(c.rgb, float3(0.3, 0.59, 0.11)), _EffectAmount);
            //o.Albedo = c.rgb * c.a;
            o.Albedo = c.rgb * _Brightness;
            //o.Albedo = (c.r + c.g + c.b) / 3 * _Brightness;
            o.Alpha = c.a;
        }
        ENDCG
    }

        Fallback "Sprite/Diffuse"
}

模型的一部分消失...] >>

enter image description here

出现奇怪的文物

enter image description here

看起来应该怎样

enter image description here

谢谢娜塔莉

我对用代码片段制作/拼凑而成的着色器有问题最初,我的计划是在运行时为禁用对象着色器着色器?但这似乎是错误的做法,因为...

unity3d unity3d-shaders
1个回答
0
投票

关于在运行时交换着色器-您不需要在运行时交换着色器。您可以简单地启用/禁用带有正确着色器的不同GameObject。

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