Unity Shader - 如何有效地重新着色特定坐标?
Unity Shader - How to efficiently recolor specific coordinates?
首先,请允许我解释一下我得到的结果,然后我将讨论我接下来要弄清楚的内容。
我得到了什么
我有一个带纹理的自定义网格,其某些边缘与 Unity 中的整数世界坐标完全对齐。我在网格中添加了我自己的粗糙但有效的自定义表面着色器,如下所示:
Shader "Custom/GridHighlightShader"
{
Properties
{
[HideInInspector]_SelectionColor("SelectionColor", Color) = (0.1,0.1,0.1,1)
[HideInInspector]_MovementColor("MovementColor", Color) = (0,0.205,1,1)
[HideInInspector]_AttackColor("AttackColor", Color) = (1,0,0,1)
[HideInInspector]_GlowInterval("_GlowInterval", float) = 1
_MainTex("Albedo (RGB)", 2D) = "white" {}
_Glossiness("Smoothness", Range(0,1)) = 0.5
_Metallic("Metallic", Range(0,1)) = 0.0
}
SubShader
{
Tags { "RenderType" = "Opaque" }
LOD 200
CGPROGRAM
// Physically based Standard lighting model, and enable shadows on all light types
#pragma surface surf Standard fullforwardshadows
// Use shader model 3.0 target, to get nicer looking lighting
#pragma target 3.0
struct Input
{
float2 uv_MainTex;
float3 worldNormal;
float3 worldPos;
};
sampler2D _MainTex;
half _Glossiness;
half _Metallic;
fixed4 _SelectionColor;
fixed4 _MovementColor;
fixed4 _AttackColor;
half _GlowInterval;
half _ColorizationArrayLength = 0;
float4 _ColorizationArray[600];
half _isPixelInColorizationArray = 0;
// Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader.
// See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing.
// #pragma instancing_options assumeuniformscaling
UNITY_INSTANCING_BUFFER_START(Props)
// put more per-instance properties here
UNITY_INSTANCING_BUFFER_END(Props)
void surf(Input IN, inout SurfaceOutputStandard o)
{
fixed4 c = tex2D(_MainTex, IN.uv_MainTex);
// Update only the normals facing up and down
if (abs(IN.worldNormal.x) <= 0.5 && (abs(IN.worldNormal.z) <= 0.5))
{
// If no colors were passed in, reset all of the colors
if (_ColorizationArray[0].w == 0)
{
_isPixelInColorizationArray = 0;
}
else
{
for (int i = 0; i < _ColorizationArrayLength; i++)
{
if (abs(IN.worldPos.x) >= _ColorizationArray[i].x && abs(IN.worldPos.x) < _ColorizationArray[i].x + 1
&& abs(IN.worldPos.z) >= _ColorizationArray[i].z && abs(IN.worldPos.z) < _ColorizationArray[i].z + 1
)
{
_isPixelInColorizationArray = _ColorizationArray[i].w;
}
}
}
if (_isPixelInColorizationArray > 0)
{
if (_isPixelInColorizationArray == 1)
{
c = tex2D(_MainTex, IN.uv_MainTex) + (_SelectionColor * _GlowInterval) - 1;
}
else if (_isPixelInColorizationArray == 2)
{
c = tex2D(_MainTex, IN.uv_MainTex) + (_MovementColor * _GlowInterval);
}
else if (_isPixelInColorizationArray == 3)
{
c = tex2D(_MainTex, IN.uv_MainTex) + (_AttackColor * _GlowInterval);
}
}
}
o.Albedo = c.rgb;
o.Metallic = _Metallic;
o.Smoothness = _Glossiness;
o.Alpha = c.a;
}
ENDCG
}
FallBack "Diffuse"
}
我在着色器中输入了一个浮点数,它使用一些数学函数随时间简单地在 2 到 3 之间振荡,这是通过 Unity 中的一个简单更新函数完成的:
private void Update()
{
var t = (2 + ((Mathf.Sin(Time.time))));
meshRenderer.material.SetFloat("_GlowInterval", t);
}
我还为着色器提供了一个名为 _ColorizationArray 的 Vector4 数组,它存储 0 到 600 个坐标,每个坐标代表一个要在运行时着色的图块。这些图块可能会或可能不会突出显示,具体取决于它们在运行时的 selectionMode 值。这是我用来执行此操作的方法:
public void SetColorizationCollectionForShader()
{
var coloredTilesArray = Battlemap.Instance.tiles.Where(x => x.selectionMode != TileSelectionMode.None).ToArray();
// https://docs.unity3d.com/ScriptReference/Material.SetVectorArray.html
// Set the tile count in the shader's own integer variable
meshRenderer.material.SetInt("_ColorizationArrayLength", coloredTilesArray.Length);
// Loop through the tiles to be colored only and grab their world coordinates
for(int i = 0; i < coloredTilesArray.Length; i++)
{
// Also grab the selection mode as the w value of a float4
colorizationArray[i] = new Vector4(coloredTilesArray[i].x - Battlemap.HALF_TILE_SIZE, coloredTilesArray[i].y, coloredTilesArray[i].z - Battlemap.HALF_TILE_SIZE, (float)coloredTilesArray[i].selectionMode);
}
// Feed the overwritten array into the shader
meshRenderer.material.SetVectorArray("_ColorizationArray", colorizationArray);
}
结果是这组在运行时动态设置和更改的蓝色发光图块:
我所有这一切的目标是在基于网格的战术游戏中突出显示网格上的方块(或瓷砖,如果你愿意的话),在该游戏中,单位可以移动到突出显示区域内的任何瓷砖。在每个单位移动后,它可以进行一次攻击,其中瓷砖以红色突出显示,然后下一个单位轮到它,依此类推。由于我预计 AI、运动计算和粒子效果会占用大部分处理时间,因此我需要在运行时动态且非常高效地突出显示图块。
接下来我想做什么
哇,好的。现在,如果您对着色器一无所知(我当然不知道,我昨天才开始查看 cg 代码),您可能会想 "Oh dear god what an inefficient mess. What are you doing?! If statements?! In a shader?" 我不会责怪您。
我真正想做的是几乎相同的事情,只是效率更高。使用特定的图块索引,我想告诉着色器 "color the surface blue inside of these tiles, and these tiles only" 并以对 GPU 和 CPU.
都有效的方式进行
我怎样才能做到这一点?我已经在用 C# 代码计算图块世界坐标并将坐标提供给着色器,但除此之外我不知所措。我意识到我应该切换到 vertex/frag 着色器,但我也想尽可能避免丢失网格上的任何默认动态照明。
此外,是否有一种变量允许着色器使用局部网格坐标而不是世界坐标将网格着色为蓝色?能够四处移动网格而不必担心着色器代码会很好。
编辑:在发布这个问题后的 2 周内,我通过传入一个 Vector4 和 half 的数组来编辑着色器,以表示实际处理的数组数量,_ColorizationArrayLength
,它有效好吧,但效率几乎没有提高——这会产生 GPU 峰值,在相当现代的显卡上需要大约 17 毫秒的时间来处理。我已经更新了上面的着色器代码以及原始问题的部分内容。
由于您的着色只关心由大小相同的正方形组成的网格中的 2d 位置,这些正方形都对齐到同一网格,我们可以传入一个 2d 纹理,其颜色说明地面应该被着色成什么样子。
在您的着色器中,添加 2D
_ColorizeMap
和 Vector
_WorldSpaceRange
。地图将用于传递世界的哪些部分应该被着色,范围将告诉着色器如何在世界 space 和 UV(纹理)space 之间转换。由于游戏网格与世界 x/y 轴对齐,我们可以线性缩放从世界 space 到 UV space.
的坐标
然后,当法线朝上时(您可以检查法线的 y 是否足够高),得到世界位置的逆 lerp,并从 _ColorizeMap
采样得到 how/whether 应该是彩色的。
Shader "Custom/GridHighlightShader"
{
Properties
{
[HideInInspector]_GlowInterval("_GlowInterval", float) = 1
_MainTex("Albedo (RGB)", 2D) = "white" {}
_Glossiness("Smoothness", Range(0,1)) = 0.5
_Metallic("Metallic", Range(0,1)) = 0.0
[HideInInspector]_ColorizeMap("Colorize Map", 2D) = "black" {}
_WorldSpaceRange("World Space Range", Vector) = (0,0,100,100)
}
SubShader
{
Tags { "RenderType" = "Opaque" }
LOD 200
CGPROGRAM
// Physically based Standard lighting model,
// and enable shadows on all light types
#pragma surface surf Standard fullforwardshadows
// Use shader model 3.0 target, to get nicer looking lighting
#pragma target 3.0
struct Input
{
float2 uv_MainTex;
float3 worldNormal;
float3 worldPos;
};
sampler2D _MainTex;
half _Glossiness;
half _Metallic;
half _GlowInterval;
sampler2D _ColorizeMap;
fixed4 _WorldSpaceRange;
// Add instancing support for this shader.
// You need to check 'Enable Instancing' on materials that use the shader.
// See https://docs.unity3d.com/Manual/GPUInstancing.html
// for more information about instancing.
// #pragma instancing_options assumeuniformscaling
UNITY_INSTANCING_BUFFER_START(Props)
// put more per-instance properties here
UNITY_INSTANCING_BUFFER_END(Props)
void surf(Input IN, inout SurfaceOutputStandard o)
{
fixed4 c = tex2D(_MainTex, IN.uv_MainTex);
// Update only the normals facing up and down
if (abs(IN.worldNormal.y) >= 0.866)) // abs(y) >= sin(60 degrees)
{
fixed4 colorizedMapUV = (IN.worldPos.xz-_WorldSpaceRange.xy)
/ (_WorldSpaceRange.zw-_WorldSpaceRange.xy);
half4 colorType = tex2D(_ColorizeMap, colorizedMapUV);
c = c + (colorType * _GlowInterval);
}
o.Albedo = c.rgb;
o.Metallic = _Metallic;
o.Smoothness = _Glossiness;
o.Alpha = c.a;
}
ENDCG
}
FallBack "Diffuse"
}
并删除分支:
Shader "Custom/GridHighlightShader"
{
Properties
{
[HideInInspector]_GlowInterval("_GlowInterval", float) = 1
_MainTex("Albedo (RGB)", 2D) = "white" {}
_Glossiness("Smoothness", Range(0,1)) = 0.5
_Metallic("Metallic", Range(0,1)) = 0.0
[HideInInspector]_ColorizeMap("Colorize Map", 2D) = "black" {}
_WorldSpaceRange("World Space Range", Vector) = (0,0,100,100)
}
SubShader
{
Tags { "RenderType" = "Opaque" }
LOD 200
CGPROGRAM
// Physically based Standard lighting model,
// and enable shadows on all light types
#pragma surface surf Standard fullforwardshadows
// Use shader model 3.0 target, to get nicer looking lighting
#pragma target 3.0
struct Input
{
float2 uv_MainTex;
float3 worldNormal;
float3 worldPos;
};
sampler2D _MainTex;
half _Glossiness;
half _Metallic;
half _GlowInterval;
sampler2D _ColorizeMap;
fixed4 _WorldSpaceRange;
// Add instancing support for this shader.
// You need to check 'Enable Instancing' on materials that use the shader.
// See https://docs.unity3d.com/Manual/GPUInstancing.html
// for more information about instancing.
// #pragma instancing_options assumeuniformscaling
UNITY_INSTANCING_BUFFER_START(Props)
// put more per-instance properties here
UNITY_INSTANCING_BUFFER_END(Props)
void surf(Input IN, inout SurfaceOutputStandard o)
{
half4 c = tex2D(_MainTex, IN.uv_MainTex);
float2 colorizedMapUV = (IN.worldPos.xz - _WorldSpaceRange.xy)
/ (_WorldSpaceRange.zw - _WorldSpaceRange.xy);
half4 colorType = tex2D(_ColorizeMap, colorizedMapUV);
// abs(y) >= sin(60 degrees) = 0.866
c = c + step(0.866, abs(IN.worldNormal.y)) * colorType * _GlowInterval;
o.Albedo = c.rgb;
o.Metallic = _Metallic;
o.Smoothness = _Glossiness;
o.Alpha = c.a;
}
ENDCG
}
FallBack "Diffuse"
}
然后在您的 C# 代码中,创建一个不带过滤的纹理。开始纹理全黑,然后根据应该如何突出显示来为纹理添加颜色。另外,告诉着色器颜色图表示的世界范围 space (minX,minZ,maxX,maxZ):
public void SetColorizationCollectionForShader()
{
Color[] selectionColors = new Color[4] { Color.clear, new Color(0.5f, 0.5f, 0.5f, 0.5f), Color.blue, Color.red };
float leftMostTileX = 0f + Battlemap.HALF_TILE_SIZE;
float backMostTileZ = 0f + Battlemap.HALF_TILE_SIZE;
float rightMostTileX = leftMostTileX + (Battlemap.Instance.GridMaxX - 1)
* Battlemap.TILE_SIZE;
float forwardMostTileZ = backMostTileZ + (Battlemap.Instance.GridMaxZ - 1)
* Battlemap.TILE_SIZE;
Texture2D colorTex = new Texture2D(Battlemap.Instance.GridMaxX, Battlemap.Instance.GridMaxZ);
colorTex.filterMode = FilterMode.Point;
Vector4 worldRange = new Vector4(
leftMostTileX - Battlemap.HALF_TILE_SIZE,
backMostTileZ - Battlemap.HALF_TILE_SIZE,
rightMostTileX + Battlemap.HALF_TILE_SIZE,
forwardMostTileZ + Battlemap.HALF_TILE_SIZE);
meshRenderer.material.SetVector("_WorldSpaceRange", worldRange);
// Loop through the tiles to be colored only and grab their world coordinates
for (int i = 0; i < Battlemap.Instance.tiles.Length; i++)
{
// determine pixel index from position
float xT = Mathf.InverseLerp(leftMostTileX, rightMostTileX,
Battlemap.Instance.tiles[i].x);
int texXPos = Mathf.RoundToInt(Mathf.Lerp(0f, Battlemap.Instance.GridMaxX - 1.0f, xT));
float yT = Mathf.InverseLerp(backMostTileZ, forwardMostTileZ,
Battlemap.Instance.tiles[i].z);
int texYPos = Mathf.RoundToInt(Mathf.Lerp(0f, Battlemap.Instance.GridMaxZ - 1.0f, yT));
colorTex.SetPixel(texXPos, texYPos, selectionColors[(int)Battlemap.Instance.tiles[i].selectionMode]);
}
colorTex.Apply();
// Feed the color map into the shader
meshRenderer.material.SetTexture("_ColorizeMap", colorTex);
}
图块的边界可能有些不稳定,纹理之间可能存在一些对齐问题 space/world space 但这应该可以帮助您入门。
首先,请允许我解释一下我得到的结果,然后我将讨论我接下来要弄清楚的内容。
我得到了什么
我有一个带纹理的自定义网格,其某些边缘与 Unity 中的整数世界坐标完全对齐。我在网格中添加了我自己的粗糙但有效的自定义表面着色器,如下所示:
Shader "Custom/GridHighlightShader"
{
Properties
{
[HideInInspector]_SelectionColor("SelectionColor", Color) = (0.1,0.1,0.1,1)
[HideInInspector]_MovementColor("MovementColor", Color) = (0,0.205,1,1)
[HideInInspector]_AttackColor("AttackColor", Color) = (1,0,0,1)
[HideInInspector]_GlowInterval("_GlowInterval", float) = 1
_MainTex("Albedo (RGB)", 2D) = "white" {}
_Glossiness("Smoothness", Range(0,1)) = 0.5
_Metallic("Metallic", Range(0,1)) = 0.0
}
SubShader
{
Tags { "RenderType" = "Opaque" }
LOD 200
CGPROGRAM
// Physically based Standard lighting model, and enable shadows on all light types
#pragma surface surf Standard fullforwardshadows
// Use shader model 3.0 target, to get nicer looking lighting
#pragma target 3.0
struct Input
{
float2 uv_MainTex;
float3 worldNormal;
float3 worldPos;
};
sampler2D _MainTex;
half _Glossiness;
half _Metallic;
fixed4 _SelectionColor;
fixed4 _MovementColor;
fixed4 _AttackColor;
half _GlowInterval;
half _ColorizationArrayLength = 0;
float4 _ColorizationArray[600];
half _isPixelInColorizationArray = 0;
// Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader.
// See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing.
// #pragma instancing_options assumeuniformscaling
UNITY_INSTANCING_BUFFER_START(Props)
// put more per-instance properties here
UNITY_INSTANCING_BUFFER_END(Props)
void surf(Input IN, inout SurfaceOutputStandard o)
{
fixed4 c = tex2D(_MainTex, IN.uv_MainTex);
// Update only the normals facing up and down
if (abs(IN.worldNormal.x) <= 0.5 && (abs(IN.worldNormal.z) <= 0.5))
{
// If no colors were passed in, reset all of the colors
if (_ColorizationArray[0].w == 0)
{
_isPixelInColorizationArray = 0;
}
else
{
for (int i = 0; i < _ColorizationArrayLength; i++)
{
if (abs(IN.worldPos.x) >= _ColorizationArray[i].x && abs(IN.worldPos.x) < _ColorizationArray[i].x + 1
&& abs(IN.worldPos.z) >= _ColorizationArray[i].z && abs(IN.worldPos.z) < _ColorizationArray[i].z + 1
)
{
_isPixelInColorizationArray = _ColorizationArray[i].w;
}
}
}
if (_isPixelInColorizationArray > 0)
{
if (_isPixelInColorizationArray == 1)
{
c = tex2D(_MainTex, IN.uv_MainTex) + (_SelectionColor * _GlowInterval) - 1;
}
else if (_isPixelInColorizationArray == 2)
{
c = tex2D(_MainTex, IN.uv_MainTex) + (_MovementColor * _GlowInterval);
}
else if (_isPixelInColorizationArray == 3)
{
c = tex2D(_MainTex, IN.uv_MainTex) + (_AttackColor * _GlowInterval);
}
}
}
o.Albedo = c.rgb;
o.Metallic = _Metallic;
o.Smoothness = _Glossiness;
o.Alpha = c.a;
}
ENDCG
}
FallBack "Diffuse"
}
我在着色器中输入了一个浮点数,它使用一些数学函数随时间简单地在 2 到 3 之间振荡,这是通过 Unity 中的一个简单更新函数完成的:
private void Update()
{
var t = (2 + ((Mathf.Sin(Time.time))));
meshRenderer.material.SetFloat("_GlowInterval", t);
}
我还为着色器提供了一个名为 _ColorizationArray 的 Vector4 数组,它存储 0 到 600 个坐标,每个坐标代表一个要在运行时着色的图块。这些图块可能会或可能不会突出显示,具体取决于它们在运行时的 selectionMode 值。这是我用来执行此操作的方法:
public void SetColorizationCollectionForShader()
{
var coloredTilesArray = Battlemap.Instance.tiles.Where(x => x.selectionMode != TileSelectionMode.None).ToArray();
// https://docs.unity3d.com/ScriptReference/Material.SetVectorArray.html
// Set the tile count in the shader's own integer variable
meshRenderer.material.SetInt("_ColorizationArrayLength", coloredTilesArray.Length);
// Loop through the tiles to be colored only and grab their world coordinates
for(int i = 0; i < coloredTilesArray.Length; i++)
{
// Also grab the selection mode as the w value of a float4
colorizationArray[i] = new Vector4(coloredTilesArray[i].x - Battlemap.HALF_TILE_SIZE, coloredTilesArray[i].y, coloredTilesArray[i].z - Battlemap.HALF_TILE_SIZE, (float)coloredTilesArray[i].selectionMode);
}
// Feed the overwritten array into the shader
meshRenderer.material.SetVectorArray("_ColorizationArray", colorizationArray);
}
结果是这组在运行时动态设置和更改的蓝色发光图块:
我所有这一切的目标是在基于网格的战术游戏中突出显示网格上的方块(或瓷砖,如果你愿意的话),在该游戏中,单位可以移动到突出显示区域内的任何瓷砖。在每个单位移动后,它可以进行一次攻击,其中瓷砖以红色突出显示,然后下一个单位轮到它,依此类推。由于我预计 AI、运动计算和粒子效果会占用大部分处理时间,因此我需要在运行时动态且非常高效地突出显示图块。
接下来我想做什么
哇,好的。现在,如果您对着色器一无所知(我当然不知道,我昨天才开始查看 cg 代码),您可能会想 "Oh dear god what an inefficient mess. What are you doing?! If statements?! In a shader?" 我不会责怪您。
我真正想做的是几乎相同的事情,只是效率更高。使用特定的图块索引,我想告诉着色器 "color the surface blue inside of these tiles, and these tiles only" 并以对 GPU 和 CPU.
都有效的方式进行我怎样才能做到这一点?我已经在用 C# 代码计算图块世界坐标并将坐标提供给着色器,但除此之外我不知所措。我意识到我应该切换到 vertex/frag 着色器,但我也想尽可能避免丢失网格上的任何默认动态照明。
此外,是否有一种变量允许着色器使用局部网格坐标而不是世界坐标将网格着色为蓝色?能够四处移动网格而不必担心着色器代码会很好。
编辑:在发布这个问题后的 2 周内,我通过传入一个 Vector4 和 half 的数组来编辑着色器,以表示实际处理的数组数量,_ColorizationArrayLength
,它有效好吧,但效率几乎没有提高——这会产生 GPU 峰值,在相当现代的显卡上需要大约 17 毫秒的时间来处理。我已经更新了上面的着色器代码以及原始问题的部分内容。
由于您的着色只关心由大小相同的正方形组成的网格中的 2d 位置,这些正方形都对齐到同一网格,我们可以传入一个 2d 纹理,其颜色说明地面应该被着色成什么样子。
在您的着色器中,添加 2D
_ColorizeMap
和 Vector
_WorldSpaceRange
。地图将用于传递世界的哪些部分应该被着色,范围将告诉着色器如何在世界 space 和 UV(纹理)space 之间转换。由于游戏网格与世界 x/y 轴对齐,我们可以线性缩放从世界 space 到 UV space.
然后,当法线朝上时(您可以检查法线的 y 是否足够高),得到世界位置的逆 lerp,并从 _ColorizeMap
采样得到 how/whether 应该是彩色的。
Shader "Custom/GridHighlightShader"
{
Properties
{
[HideInInspector]_GlowInterval("_GlowInterval", float) = 1
_MainTex("Albedo (RGB)", 2D) = "white" {}
_Glossiness("Smoothness", Range(0,1)) = 0.5
_Metallic("Metallic", Range(0,1)) = 0.0
[HideInInspector]_ColorizeMap("Colorize Map", 2D) = "black" {}
_WorldSpaceRange("World Space Range", Vector) = (0,0,100,100)
}
SubShader
{
Tags { "RenderType" = "Opaque" }
LOD 200
CGPROGRAM
// Physically based Standard lighting model,
// and enable shadows on all light types
#pragma surface surf Standard fullforwardshadows
// Use shader model 3.0 target, to get nicer looking lighting
#pragma target 3.0
struct Input
{
float2 uv_MainTex;
float3 worldNormal;
float3 worldPos;
};
sampler2D _MainTex;
half _Glossiness;
half _Metallic;
half _GlowInterval;
sampler2D _ColorizeMap;
fixed4 _WorldSpaceRange;
// Add instancing support for this shader.
// You need to check 'Enable Instancing' on materials that use the shader.
// See https://docs.unity3d.com/Manual/GPUInstancing.html
// for more information about instancing.
// #pragma instancing_options assumeuniformscaling
UNITY_INSTANCING_BUFFER_START(Props)
// put more per-instance properties here
UNITY_INSTANCING_BUFFER_END(Props)
void surf(Input IN, inout SurfaceOutputStandard o)
{
fixed4 c = tex2D(_MainTex, IN.uv_MainTex);
// Update only the normals facing up and down
if (abs(IN.worldNormal.y) >= 0.866)) // abs(y) >= sin(60 degrees)
{
fixed4 colorizedMapUV = (IN.worldPos.xz-_WorldSpaceRange.xy)
/ (_WorldSpaceRange.zw-_WorldSpaceRange.xy);
half4 colorType = tex2D(_ColorizeMap, colorizedMapUV);
c = c + (colorType * _GlowInterval);
}
o.Albedo = c.rgb;
o.Metallic = _Metallic;
o.Smoothness = _Glossiness;
o.Alpha = c.a;
}
ENDCG
}
FallBack "Diffuse"
}
并删除分支:
Shader "Custom/GridHighlightShader"
{
Properties
{
[HideInInspector]_GlowInterval("_GlowInterval", float) = 1
_MainTex("Albedo (RGB)", 2D) = "white" {}
_Glossiness("Smoothness", Range(0,1)) = 0.5
_Metallic("Metallic", Range(0,1)) = 0.0
[HideInInspector]_ColorizeMap("Colorize Map", 2D) = "black" {}
_WorldSpaceRange("World Space Range", Vector) = (0,0,100,100)
}
SubShader
{
Tags { "RenderType" = "Opaque" }
LOD 200
CGPROGRAM
// Physically based Standard lighting model,
// and enable shadows on all light types
#pragma surface surf Standard fullforwardshadows
// Use shader model 3.0 target, to get nicer looking lighting
#pragma target 3.0
struct Input
{
float2 uv_MainTex;
float3 worldNormal;
float3 worldPos;
};
sampler2D _MainTex;
half _Glossiness;
half _Metallic;
half _GlowInterval;
sampler2D _ColorizeMap;
fixed4 _WorldSpaceRange;
// Add instancing support for this shader.
// You need to check 'Enable Instancing' on materials that use the shader.
// See https://docs.unity3d.com/Manual/GPUInstancing.html
// for more information about instancing.
// #pragma instancing_options assumeuniformscaling
UNITY_INSTANCING_BUFFER_START(Props)
// put more per-instance properties here
UNITY_INSTANCING_BUFFER_END(Props)
void surf(Input IN, inout SurfaceOutputStandard o)
{
half4 c = tex2D(_MainTex, IN.uv_MainTex);
float2 colorizedMapUV = (IN.worldPos.xz - _WorldSpaceRange.xy)
/ (_WorldSpaceRange.zw - _WorldSpaceRange.xy);
half4 colorType = tex2D(_ColorizeMap, colorizedMapUV);
// abs(y) >= sin(60 degrees) = 0.866
c = c + step(0.866, abs(IN.worldNormal.y)) * colorType * _GlowInterval;
o.Albedo = c.rgb;
o.Metallic = _Metallic;
o.Smoothness = _Glossiness;
o.Alpha = c.a;
}
ENDCG
}
FallBack "Diffuse"
}
然后在您的 C# 代码中,创建一个不带过滤的纹理。开始纹理全黑,然后根据应该如何突出显示来为纹理添加颜色。另外,告诉着色器颜色图表示的世界范围 space (minX,minZ,maxX,maxZ):
public void SetColorizationCollectionForShader()
{
Color[] selectionColors = new Color[4] { Color.clear, new Color(0.5f, 0.5f, 0.5f, 0.5f), Color.blue, Color.red };
float leftMostTileX = 0f + Battlemap.HALF_TILE_SIZE;
float backMostTileZ = 0f + Battlemap.HALF_TILE_SIZE;
float rightMostTileX = leftMostTileX + (Battlemap.Instance.GridMaxX - 1)
* Battlemap.TILE_SIZE;
float forwardMostTileZ = backMostTileZ + (Battlemap.Instance.GridMaxZ - 1)
* Battlemap.TILE_SIZE;
Texture2D colorTex = new Texture2D(Battlemap.Instance.GridMaxX, Battlemap.Instance.GridMaxZ);
colorTex.filterMode = FilterMode.Point;
Vector4 worldRange = new Vector4(
leftMostTileX - Battlemap.HALF_TILE_SIZE,
backMostTileZ - Battlemap.HALF_TILE_SIZE,
rightMostTileX + Battlemap.HALF_TILE_SIZE,
forwardMostTileZ + Battlemap.HALF_TILE_SIZE);
meshRenderer.material.SetVector("_WorldSpaceRange", worldRange);
// Loop through the tiles to be colored only and grab their world coordinates
for (int i = 0; i < Battlemap.Instance.tiles.Length; i++)
{
// determine pixel index from position
float xT = Mathf.InverseLerp(leftMostTileX, rightMostTileX,
Battlemap.Instance.tiles[i].x);
int texXPos = Mathf.RoundToInt(Mathf.Lerp(0f, Battlemap.Instance.GridMaxX - 1.0f, xT));
float yT = Mathf.InverseLerp(backMostTileZ, forwardMostTileZ,
Battlemap.Instance.tiles[i].z);
int texYPos = Mathf.RoundToInt(Mathf.Lerp(0f, Battlemap.Instance.GridMaxZ - 1.0f, yT));
colorTex.SetPixel(texXPos, texYPos, selectionColors[(int)Battlemap.Instance.tiles[i].selectionMode]);
}
colorTex.Apply();
// Feed the color map into the shader
meshRenderer.material.SetTexture("_ColorizeMap", colorTex);
}
图块的边界可能有些不稳定,纹理之间可能存在一些对齐问题 space/world space 但这应该可以帮助您入门。