扩展Unity SurfaceShader使支持模型顶点色
程序员文章站
2022-03-30 08:24:58
...
默认情况下Unity内置的SurfaceShader是不支持模型的顶点色的。通过简单的扩展可以使之对顶点色进行支持,下面以内置的Legacy Shaders/Transparent/Cutout/Diffuse
为例说明。
原始shader内容
// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)
Shader "My/Legacy Shaders/Transparent/Cutout/Diffuse" {
Properties {
_Color ("Main Color", Color) = (1,1,1,1)
_MainTex ("Base (RGB) Trans (A)", 2D) = "white" {}
_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5
}
SubShader {
Tags {"Queue"="AlphaTest" "IgnoreProjector"="True" "RenderType"="TransparentCutout"}
LOD 200
CGPROGRAM
#pragma surface surf Lambert alphatest:_Cutoff
sampler2D _MainTex;
fixed4 _Color;
struct Input {
float2 uv_MainTex;
};
void surf (Input IN, inout SurfaceOutput o) {
fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;
o.Albedo = c.rgb;
o.Alpha = c.a;
}
ENDCG
}
Fallback "Legacy Shaders/Transparent/Cutout/VertexLit"
}
对顶点色支持后的shader
// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)
Shader "My/Vert Color/Legacy Shaders/Transparent/Cutout/Diffuse" {
Properties {
_Color ("Main Color", Color) = (1,1,1,1)
_MainTex ("Base (RGB) Trans (A)", 2D) = "white" {}
_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5
}
SubShader {
Tags {"Queue"="AlphaTest" "IgnoreProjector"="True" "RenderType"="TransparentCutout"}
LOD 200
CGPROGRAM
#pragma surface surf Lambert alphatest:_Cutoff vertex:vert
sampler2D _MainTex;
fixed4 _Color;
struct Input {
float2 uv_MainTex;
fixed4 my_vertColor;
};
void vert (inout appdata_full v, out Input o) {
UNITY_INITIALIZE_OUTPUT(Input,o);
o.my_vertColor=v.color;
}
void surf (Input IN, inout SurfaceOutput o) {
fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color*IN.my_vertColor;
o.Albedo = c.rgb;
o.Alpha = c.a;
}
ENDCG
}
Fallback "Legacy Shaders/Transparent/Cutout/VertexLit"
}
说明
通过上述两个shader对比,主要加了以下内容。
1,#pragma增加了vertex:vert
,告诉Unity我们要使用自己的顶点函数vert
2,Input结构增加了fixed4 my_vertColor
变量,方便后续surf函数进行访问。变量类型为fixed4,则支持rgba
3,实现vert函数,把模型的顶点色存到上述变量my_vertColor中
需要注意的是vert函数内增加了UNITY_INITIALIZE_OUTPUT(Input,o);
该内置宏用于把变量初始化为0。不增加改宏的话,在编辑器环境下 HLSL编译器编译时 会报错:Shader error in ‘My/Vert Color/Legacy Shaders/Transparent/Cutout/Diffuse’: ‘vert’: output parameter ‘o’ not completely initialized at line 24 (on d3d11)
在HLSLSupport.cginc文件中对该宏有定义:
// Initialize arbitrary structure with zero values.
// Not supported on some backends (e.g. Cg-based particularly with nested structs).
#if defined(UNITY_COMPILER_HLSL) || defined(SHADER_API_PSSL) || defined(UNITY_COMPILER_HLSLCC)
#define UNITY_INITIALIZE_OUTPUT(type,name) name = (type)0;
#else
#define UNITY_INITIALIZE_OUTPUT(type,name)
#endif
4,最后在surf函数中颜色输出时关联上顶点色即可
下一篇: Uva- 201 - Squares