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...] >>
出现奇怪的文物
看起来应该怎样
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...
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。