无法让 #pragma multi_compile 为这个着色器工作 属性
Unable to get #pragma multi_compile working for this shader property
我有以下按预期工作的着色器,想添加一个下拉枚举以便能够仅显示用于调试的顶点颜色,但它就是不想工作。
Shader "Unlit Vertex Color"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5
_Brightness("Brightness", Range(0.0, 10.0)) = 1
_Gamma("Gamma", Range(0.0, 10.0)) = 1
[MaterialToggle] PixelSnap("Pixel snap", Float) = 0
[MaterialToggle] VertexColor("Vertex color", Float) = 1
[MaterialEnum(Off, 0, Front, 1, Back, 2)] Culling("Culling", Int) = 2
// BUG does not work
[KeywordEnum(Default, Colors)] RenderMode("Render mode", Float) = 0
}
SubShader
{
Tags
{
"Queue"="AlphaTest"
"IgnoreProjector"="True"
"RenderType"="TransparentCutout"
}
LOD 100
Lighting Off
Cull[Culling]
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile _ PIXELSNAP_ON
#pragma multi_compile _ VERTEXCOLOR_ON
#pragma multi_compile RENDERMODE_DEFAULT_ON RENDERMODE_COLORS_ON
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
float4 color : COLOR;
};
struct v2f
{
float4 color : COLOR;
float2 uv : TEXCOORD0;
UNITY_FOG_COORDS(1)
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _MainTex_ST;
fixed _Cutoff;
fixed _Brightness;
fixed _Gamma;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
o.color = v.color;
o.color.w = 1.0;
#ifdef PIXELSNAP_ON
o.vertex = UnityPixelSnap(o.vertex);
#endif
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed4 col = tex2D(_MainTex, i.uv);
clip(col.a - _Cutoff);
#ifdef VERTEXCOLOR_ON
col *= i.color;
#endif
// BUG show one or the other, always falls back to #1
#ifdef RENDERMODE_DEFAULT_ON
col = float4(1,1,1,1);
#elif RENDERMODE_COLORS_ON
col = float4(0,0,0,0);
#endif
col.rgb *= _Brightness;
col.rgb = pow(col.rgb, 1.0 / _Gamma);
return col;
}
ENDCG
}
}
}
当我要求 Unity 显示已编译的变体时,它们确实是正确的:
即我希望 RENDERMODE_DEFAULT_ON
或 RENDERMODE_COLORS_ON
随时处于活动状态,然后进行适当的渲染。
// Total snippets: 1
// -----------------------------------------
// Snippet #0 platforms ffffffff:
Keywords always included into build: PIXELSNAP_ON RENDERMODE_COLORS_ON RENDERMODE_DEFAULT_ON VERTEXCOLOR_ON
8 keyword variants used in scene:
RENDERMODE_DEFAULT_ON
RENDERMODE_COLORS_ON
RENDERMODE_DEFAULT_ON VERTEXCOLOR_ON
RENDERMODE_COLORS_ON VERTEXCOLOR_ON
PIXELSNAP_ON RENDERMODE_DEFAULT_ON
PIXELSNAP_ON RENDERMODE_COLORS_ON
PIXELSNAP_ON RENDERMODE_DEFAULT_ON VERTEXCOLOR_ON
PIXELSNAP_ON RENDERMODE_COLORS_ON VERTEXCOLOR_ON
我一直在寻找唯一的官方 documentation there is as well as grep-ing through the builtin shaders 来寻找更多示例,尽管我在着色器中将渲染模式设置为 RENDERMODE_COLORS_ON
,但始终设置 RENDERMODE_DEFAULT_ON
检查员.
问题:
KeywordEnum
应该如何实施和使用?
答案:
删除这些定义的 _ON
后缀,它将起作用。
我有以下按预期工作的着色器,想添加一个下拉枚举以便能够仅显示用于调试的顶点颜色,但它就是不想工作。
Shader "Unlit Vertex Color"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5
_Brightness("Brightness", Range(0.0, 10.0)) = 1
_Gamma("Gamma", Range(0.0, 10.0)) = 1
[MaterialToggle] PixelSnap("Pixel snap", Float) = 0
[MaterialToggle] VertexColor("Vertex color", Float) = 1
[MaterialEnum(Off, 0, Front, 1, Back, 2)] Culling("Culling", Int) = 2
// BUG does not work
[KeywordEnum(Default, Colors)] RenderMode("Render mode", Float) = 0
}
SubShader
{
Tags
{
"Queue"="AlphaTest"
"IgnoreProjector"="True"
"RenderType"="TransparentCutout"
}
LOD 100
Lighting Off
Cull[Culling]
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile _ PIXELSNAP_ON
#pragma multi_compile _ VERTEXCOLOR_ON
#pragma multi_compile RENDERMODE_DEFAULT_ON RENDERMODE_COLORS_ON
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
float4 color : COLOR;
};
struct v2f
{
float4 color : COLOR;
float2 uv : TEXCOORD0;
UNITY_FOG_COORDS(1)
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _MainTex_ST;
fixed _Cutoff;
fixed _Brightness;
fixed _Gamma;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
o.color = v.color;
o.color.w = 1.0;
#ifdef PIXELSNAP_ON
o.vertex = UnityPixelSnap(o.vertex);
#endif
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed4 col = tex2D(_MainTex, i.uv);
clip(col.a - _Cutoff);
#ifdef VERTEXCOLOR_ON
col *= i.color;
#endif
// BUG show one or the other, always falls back to #1
#ifdef RENDERMODE_DEFAULT_ON
col = float4(1,1,1,1);
#elif RENDERMODE_COLORS_ON
col = float4(0,0,0,0);
#endif
col.rgb *= _Brightness;
col.rgb = pow(col.rgb, 1.0 / _Gamma);
return col;
}
ENDCG
}
}
}
当我要求 Unity 显示已编译的变体时,它们确实是正确的:
即我希望 RENDERMODE_DEFAULT_ON
或 RENDERMODE_COLORS_ON
随时处于活动状态,然后进行适当的渲染。
// Total snippets: 1
// -----------------------------------------
// Snippet #0 platforms ffffffff:
Keywords always included into build: PIXELSNAP_ON RENDERMODE_COLORS_ON RENDERMODE_DEFAULT_ON VERTEXCOLOR_ON
8 keyword variants used in scene:
RENDERMODE_DEFAULT_ON
RENDERMODE_COLORS_ON
RENDERMODE_DEFAULT_ON VERTEXCOLOR_ON
RENDERMODE_COLORS_ON VERTEXCOLOR_ON
PIXELSNAP_ON RENDERMODE_DEFAULT_ON
PIXELSNAP_ON RENDERMODE_COLORS_ON
PIXELSNAP_ON RENDERMODE_DEFAULT_ON VERTEXCOLOR_ON
PIXELSNAP_ON RENDERMODE_COLORS_ON VERTEXCOLOR_ON
我一直在寻找唯一的官方 documentation there is as well as grep-ing through the builtin shaders 来寻找更多示例,尽管我在着色器中将渲染模式设置为 RENDERMODE_COLORS_ON
,但始终设置 RENDERMODE_DEFAULT_ON
检查员.
问题:
KeywordEnum
应该如何实施和使用?
答案:
删除这些定义的 _ON
后缀,它将起作用。