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Unity3D Shader实现贴图切换效果

作者:星空不语  发布时间:2021-07-10 00:31:20 

标签:Unity3D,Shader,贴图切换

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:

Unity3D Shader实现贴图切换效果

设置面板如下:

Unity3D Shader实现贴图切换效果

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 ("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 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);
   });
  }
 }
 //
}
}

来源:https://blog.csdn.net/u012741077/article/details/53948802

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