有没有办法在着色器中合并 Unity 中的纹理?

Is there a way to merge textures in Unity in a shader?

我正在尝试在一个网格渲染器中使用多个重叠的图像层来制作 2D 游戏对象的动画。我有好几层不同的纹理,每层都是一张透明背景的图像。

我找到了一种以编程方式创建矩形网格并使用 UV 映射对其中的 material 进行分层的方法。不幸的是,Unity 现在必须单独渲染这些 material 层中的每一个,尽管它们都在一个网格中。这导致绘制调用的数量非常低效。我可以看到每个 material 现在也有自己的着色器。

我是否需要在 Unity 之外将我的所有图像编辑成一个巨大的图像,并在网格内的单个 material 中使用 UV 映射显示其中的一部分?

或者有什么方法可以用着色器实现吗?

创建您自己的着色器(代码或 ShaderGraph)。着色器可以渲染多个纹理(层)。您可以按 alpha/transprency 任意混合。

编辑:ShaderGraph 中的示例:

ShaderGraph 代码: https://pastebin.com/a8ubgxRP

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