如何从脚本访问着色器变量?
How can I access shader variables from script?
着色器:
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Outlined/Silhouetted Diffuse" {
Properties {
_Color ("Main Color", Color) = (.5,.5,.5,1)
_OutlineColor ("Outline Color", Color) = (0,0,0,1)
_Outline ("Outline width", Range (0.0, 0.03)) = .005
_MainTex ("Base (RGB)", 2D) = "white" { }
}
CGINCLUDE
#include "UnityCG.cginc"
struct appdata {
float4 vertex : POSITION;
float3 normal : NORMAL;
};
struct v2f {
float4 pos : POSITION;
float4 color : COLOR;
};
uniform float _Outline;
uniform float4 _OutlineColor;
v2f vert(appdata v) {
// just make a copy of incoming vertex data but scaled according to normal direction
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
float3 norm = mul ((float3x3)UNITY_MATRIX_IT_MV, v.normal);
float2 offset = TransformViewToProjection(norm.xy);
o.pos.xy += offset * o.pos.z * _Outline;
o.color = _OutlineColor;
return o;
}
ENDCG
SubShader {
Tags { "Queue" = "Transparent" }
// note that a vertex shader is specified here but its using the one above
Pass {
Name "OUTLINE"
Tags { "LightMode" = "Always" }
Cull Off
ZWrite Off
ZTest Always
ColorMask RGB // alpha not used
// you can choose what kind of blending mode you want for the outline
Blend SrcAlpha OneMinusSrcAlpha // Normal
//Blend One One // Additive
//Blend One OneMinusDstColor // Soft Additive
//Blend DstColor Zero // Multiplicative
//Blend DstColor SrcColor // 2x Multiplicative
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
half4 frag(v2f i) :COLOR {
return i.color;
}
ENDCG
}
Pass {
Name "BASE"
ZWrite On
ZTest LEqual
Blend SrcAlpha OneMinusSrcAlpha
Material {
Diffuse [_Color]
Ambient [_Color]
}
Lighting On
SetTexture [_MainTex] {
ConstantColor [_Color]
Combine texture * constant
}
SetTexture [_MainTex] {
Combine previous * primary DOUBLE
}
}
}
SubShader {
Tags { "Queue" = "Transparent" }
Pass {
Name "OUTLINE"
Tags { "LightMode" = "Always" }
Cull Front
ZWrite Off
ZTest Always
ColorMask RGB
// you can choose what kind of blending mode you want for the outline
Blend SrcAlpha OneMinusSrcAlpha // Normal
//Blend One One // Additive
//Blend One OneMinusDstColor // Soft Additive
//Blend DstColor Zero // Multiplicative
//Blend DstColor SrcColor // 2x Multiplicative
CGPROGRAM
#pragma vertex vert
#pragma exclude_renderers gles xbox360 ps3
ENDCG
SetTexture [_MainTex] { combine primary }
}
Pass {
Name "BASE"
ZWrite On
ZTest LEqual
Blend SrcAlpha OneMinusSrcAlpha
Material {
Diffuse [_Color]
Ambient [_Color]
}
Lighting On
SetTexture [_MainTex] {
ConstantColor [_Color]
Combine texture * constant
}
SetTexture [_MainTex] {
Combine previous * primary DOUBLE
}
}
}
Fallback "Diffuse"
}
在将着色器附加到立方体上的 material 之后,我现在想在 csharp 脚本中控制轮廓宽度,所以我现在还附加了一个空的脚本到立方体:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Outline : MonoBehaviour {
// Use this for initialization
void Start () {
}
// Update is called once per frame
void Update () {
}
}
例如我想使用时间或 startcoroutine 更改轮廓宽度值。
如果轮廓宽度范围值为 0.0、0.03,那么我想使用时间或 startcoroutine 将此值从 0 自动更改为 0.03。
更新:
这正在使用更新来更改 _Outline 值:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Outline : MonoBehaviour
{
public float width;
private Renderer rend;
private float currentWidth;
private void Start()
{
rend = GetComponent<Renderer>();
currentWidth = rend.material.GetFloat("_Outline");
}
private void Update()
{
SetOutLineWidth(width);
}
public void SetOutLineWidth(float width)
{
rend.material.SetFloat("_Outline", width);
}
}
但现在如何使用 startcoroutine 自动不间断地从 0.0 更改 _Outline 值到 0.03,然后从 0.03 更改回 0.0?
你有两个选择。
最简单的:将您的振荡值存储在脚本中(修改,然后使用新值调用 material.SetFloat()
)。
不确定您是否仍然需要它,但这是我的解决方案,唯一不同的是宽度轮廓的变量名称
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class BlinkingHighlight : MonoBehaviour {
public Renderer rend;
float initialWidth = 0f;
float EndWidth = 0.025f;
float waitTime = 0.5f;
public bool TestBlinking = false;
bool BlinkingCycleComplete = false;
void Start() {
rend = GetComponent<Renderer> ();
}
public IEnumerator Blinking(){
//Debug.Log ("Blinking");
BlinkingCycleComplete = true;
rend.material.SetFloat ("_OutlineWidth", initialWidth);
yield return new WaitForSeconds(waitTime);
rend.material.SetFloat ("_OutlineWidth", EndWidth);
yield return new WaitForSeconds(waitTime);
BlinkingCycleComplete = false;
}
void Update() {
if (TestBlinking == true && BlinkingCycleComplete == false) {
StartCoroutine (Blinking ());
} else if (TestBlinking == false) {
rend.material.SetFloat ("_OutlineWidth", initialWidth);
}
}
}
着色器:
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Outlined/Silhouetted Diffuse" {
Properties {
_Color ("Main Color", Color) = (.5,.5,.5,1)
_OutlineColor ("Outline Color", Color) = (0,0,0,1)
_Outline ("Outline width", Range (0.0, 0.03)) = .005
_MainTex ("Base (RGB)", 2D) = "white" { }
}
CGINCLUDE
#include "UnityCG.cginc"
struct appdata {
float4 vertex : POSITION;
float3 normal : NORMAL;
};
struct v2f {
float4 pos : POSITION;
float4 color : COLOR;
};
uniform float _Outline;
uniform float4 _OutlineColor;
v2f vert(appdata v) {
// just make a copy of incoming vertex data but scaled according to normal direction
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
float3 norm = mul ((float3x3)UNITY_MATRIX_IT_MV, v.normal);
float2 offset = TransformViewToProjection(norm.xy);
o.pos.xy += offset * o.pos.z * _Outline;
o.color = _OutlineColor;
return o;
}
ENDCG
SubShader {
Tags { "Queue" = "Transparent" }
// note that a vertex shader is specified here but its using the one above
Pass {
Name "OUTLINE"
Tags { "LightMode" = "Always" }
Cull Off
ZWrite Off
ZTest Always
ColorMask RGB // alpha not used
// you can choose what kind of blending mode you want for the outline
Blend SrcAlpha OneMinusSrcAlpha // Normal
//Blend One One // Additive
//Blend One OneMinusDstColor // Soft Additive
//Blend DstColor Zero // Multiplicative
//Blend DstColor SrcColor // 2x Multiplicative
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
half4 frag(v2f i) :COLOR {
return i.color;
}
ENDCG
}
Pass {
Name "BASE"
ZWrite On
ZTest LEqual
Blend SrcAlpha OneMinusSrcAlpha
Material {
Diffuse [_Color]
Ambient [_Color]
}
Lighting On
SetTexture [_MainTex] {
ConstantColor [_Color]
Combine texture * constant
}
SetTexture [_MainTex] {
Combine previous * primary DOUBLE
}
}
}
SubShader {
Tags { "Queue" = "Transparent" }
Pass {
Name "OUTLINE"
Tags { "LightMode" = "Always" }
Cull Front
ZWrite Off
ZTest Always
ColorMask RGB
// you can choose what kind of blending mode you want for the outline
Blend SrcAlpha OneMinusSrcAlpha // Normal
//Blend One One // Additive
//Blend One OneMinusDstColor // Soft Additive
//Blend DstColor Zero // Multiplicative
//Blend DstColor SrcColor // 2x Multiplicative
CGPROGRAM
#pragma vertex vert
#pragma exclude_renderers gles xbox360 ps3
ENDCG
SetTexture [_MainTex] { combine primary }
}
Pass {
Name "BASE"
ZWrite On
ZTest LEqual
Blend SrcAlpha OneMinusSrcAlpha
Material {
Diffuse [_Color]
Ambient [_Color]
}
Lighting On
SetTexture [_MainTex] {
ConstantColor [_Color]
Combine texture * constant
}
SetTexture [_MainTex] {
Combine previous * primary DOUBLE
}
}
}
Fallback "Diffuse"
}
在将着色器附加到立方体上的 material 之后,我现在想在 csharp 脚本中控制轮廓宽度,所以我现在还附加了一个空的脚本到立方体:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Outline : MonoBehaviour {
// Use this for initialization
void Start () {
}
// Update is called once per frame
void Update () {
}
}
例如我想使用时间或 startcoroutine 更改轮廓宽度值。
如果轮廓宽度范围值为 0.0、0.03,那么我想使用时间或 startcoroutine 将此值从 0 自动更改为 0.03。
更新:
这正在使用更新来更改 _Outline 值:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Outline : MonoBehaviour
{
public float width;
private Renderer rend;
private float currentWidth;
private void Start()
{
rend = GetComponent<Renderer>();
currentWidth = rend.material.GetFloat("_Outline");
}
private void Update()
{
SetOutLineWidth(width);
}
public void SetOutLineWidth(float width)
{
rend.material.SetFloat("_Outline", width);
}
}
但现在如何使用 startcoroutine 自动不间断地从 0.0 更改 _Outline 值到 0.03,然后从 0.03 更改回 0.0?
你有两个选择。
最简单的:将您的振荡值存储在脚本中(修改,然后使用新值调用
material.SetFloat()
)。
不确定您是否仍然需要它,但这是我的解决方案,唯一不同的是宽度轮廓的变量名称
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class BlinkingHighlight : MonoBehaviour {
public Renderer rend;
float initialWidth = 0f;
float EndWidth = 0.025f;
float waitTime = 0.5f;
public bool TestBlinking = false;
bool BlinkingCycleComplete = false;
void Start() {
rend = GetComponent<Renderer> ();
}
public IEnumerator Blinking(){
//Debug.Log ("Blinking");
BlinkingCycleComplete = true;
rend.material.SetFloat ("_OutlineWidth", initialWidth);
yield return new WaitForSeconds(waitTime);
rend.material.SetFloat ("_OutlineWidth", EndWidth);
yield return new WaitForSeconds(waitTime);
BlinkingCycleComplete = false;
}
void Update() {
if (TestBlinking == true && BlinkingCycleComplete == false) {
StartCoroutine (Blinking ());
} else if (TestBlinking == false) {
rend.material.SetFloat ("_OutlineWidth", initialWidth);
}
}
}