Unity3D Shader实现贴图切换效果
本文实例为大家分享了shader实现基于世界坐标的贴图置换效果。
效果如下:
设置面板如下:
可在面板上设置切换方向,与切换对象,及其切换速度。
shader实现如下:
Shader "XM/Effect/SwapTexture" { Properties { _Color ("Color", Color) = (1,1,1,1) _MainTex ("Albedo (RGB)", 2D) = "white" {} _TargetTex ("Target Tex", 2D) = "white" {}//目标贴图 [KeywordEnum(Up, Down, Left, Right, Forward, Back)] _mode ("Mode", Int) = 0//切换方向 _SwapBlend ("Blend", Range(0,1)) = 0//0-1混合值 _SwapMin("Min Value", Float) = 0//最小世界坐标 _SwapMax("Max Value", Float) = 0//最大世界坐标 _Glossiness ("Smoothness", Range(0,1)) = 0.5 _Metallic ("Meta【本文由:http://www.yidunidc.com/mgzq.html复制请保留原URL】llic", 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 vertex:vert // Use shader model 3.0 target, to get nicer looking lighting #pragma target 3.0 sampler2D _MainTex; sampler2D _TargetTex; struct Input { float2 uv_MainTex; float3 worldPos; }; half _mode; half _SwapBlend; float _SwapMin; float _SwapMax; half _Glossiness; half _Metallic; fixed4 _Color; void vert (inout appdata_full v, out Input o) { UNITY_INITIALIZE_OUTPUT(Input,o); } void surf (Input IN, inout SurfaceOutputStandard o) { half useTarget = 0; float targetValue = 0; switch(_mode)//模式选择 { case 0://up targetValue = (_SwapMax - _SwapMin) * _SwapBlend + _SwapMin; useTarget = IN.worldPos.y > targetValue?0:1; break; case 1://down targetValue = (_SwapMax - _SwapMin) * (1 - _SwapBlend) + _SwapMin; useTarget = IN.worldPos.y < targetValue?0:1; break; case 2://left targetValue = (_SwapMax - _SwapMin) * (1 - _SwapBlend) + _SwapMin; useTarget = IN.worldPos.x < targetValue?0:1; break; case 3://right targetValue = (_SwapMax - _SwapMin) * _SwapBlend + _SwapMin; useTarget = IN.worldPos.x > targetValue?0:1; break; case 4://forward targetValue = (_SwapMax - _SwapMin) * _SwapBlend + _SwapMin; useTarget = IN.worldPos.z > targetValue?0:1; break; case 5://back targetValue = (_SwapMax - _SwapMin) * (1 - _SwapBlend) + _SwapMin; useTarget = IN.worldPos.z < targetValue?0:1; break; } // Albedo comes from a texture tinted by color fixed4 c; if(useTarget == 1) { c = tex2D (_TargetTex, IN.uv_MainTex); } else { c = tex2D (_MainTex, IN.uv_MainTex); } c *= _Color; o.Albedo = c.rgb; // Metallic and smoothness come from slider variables o.Metallic = _Metallic; o.Smoothness = _Glossiness; o.Alpha = c.a; } ENDCG } FallBack "Diffuse" }
配合使用的脚本如下:
using System; using System.Collections; using UnityEngine; namespace XM.Effect { public class SwapTexture : MonoBehaviour { public enum SwapDirection { Up, Down, Left, Right, Forward, Back } public Shader _shader;//"XM/Effect/SwapTexture” shader public SwapDirection _swapDir;//切换方向 public Renderer _target;//目标对象 [Range(0, 1)] public float _speed;//速度 private Material _matOld; private Material _matNew; public void Swap(Texture tex, Action<bool> onComplete) { if (_matOld != null) { StopAllCoroutines(); if (null != onComplete) { onComplete(false); } _target.material = _matOld; } _matOld = _target.material; _matNew = new Material(_shader); _matNew.SetTexture("_MainTex", _target.material.GetTexture("_MainTex")); _matNew.SetTexture("_TargetTex", tex); _matNew.SetInt("_mode", (int)_swapDir); _matNew.SetFloat("_SwapBlend", 0); StartCoroutine("_StartChange", onComplete); } private IEnumerator _StartChange(Action<bool> onComplete) { float deltaVal = 0; _target.material = _matNew; Vector3 vtMin; Vector3 vtMax; float minVal = 0; float maxVal = 0; while (deltaVal != 1) { vtMin = _target.bounds.min; vtMax = _target.bounds.max; switch (_swapDir) { case SwapDirection.Up: case SwapDirection.Down: minVal = vtMin.y; maxVal = vtMax.y; break; case SwapDirection.Left: case SwapDirection.Right: minVal = vtMin.x; maxVal = vtMax.x; break; case SwapDirection.Forward: case SwapDirection.Back: minVal = vtMin.z; maxVal = vtMax.z; break; } minVal -= 0.01f; maxVal += 0.01f; _matNew.SetFloat("_SwapMin", minVal); _matNew.SetFloat("_SwapMax", maxVal); deltaVal = Mathf.Clamp01(deltaVal + _speed * Time.deltaTime); _matNew.SetFloat("_SwapBlend", deltaVal); yield return null; } _matOld.SetTexture("_MainTex", _matNew.GetTexture("_TargetTex")); _target.material = _matOld; _matNew = null; _matOld = null; if (null != onComplete) { onComplete(true); } } public void OnDrawGizmos() { if (_target != null) { Gizmos.DrawWireCube(_target.bounds.center, _target.bounds.size); Gizmos.DrawWireSphere(_target.bounds.min, 0.1f); Gizmos.DrawWireSphere(_target.bounds.max, 0.1f); } } //test public Texture testTex; private void OnGUI() { if (GUILayout.Button("SwapTexture")) { Swap(testTex, (t) => { Debug.Log("Swap>" + t); }); } } // } }
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