东润青山 2020-10-24 23:14
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请问unity3d里怎么自定义材质面板自定义材质球?具体操作步骤是什么?代码该输入到哪里?

大家好,我刚刚接触u3d不久,需要解决问题的时候,必须要用到自定义的材质球。

看了很多帖子教程,全部都是说代码该怎么写,但是。。这些代码该敲到哪里呢?比如这个。

https://blog.csdn.net/candycat1992/article/details/51417965

通过脚本得到一个自定义的材质球。类似的脚本的帖子教程很多,但问题是,就是没有一个教程说这个脚本该写在哪里,这个材质球怎么调出来?
估计是初学学不到,高手不必说的问题,就麻烦了从初学到进阶的人了,是否有朋友可以指点一下或者发个链接?谢谢

下面这段代码该在哪里输入呢?
Shader "Custom/Material Property Drawer Example"
{
Properties
{
// Header creates a header text before the shader property.
[Header(Material Property Drawer Example)]
// Space creates vertical space before the shader property.
[Space]

    _MainTex ("Main Tex", 2D) = "white" {}
    _SecondTex ("Second Tex", 2D) = "white" {}

    // Large amount of space
    [Space(50)]

    // Toggle displays a **float** as a toggle. 
    // The property value will be 0 or 1, depending on the toggle state. 
    // When it is on, a shader keyword with the uppercase property name +"_ON" will be set, 
    // or an explicitly specified shader keyword.
    [Toggle] _Invert ("Invert color?", Float) = 0

    // Will set "ENABLE_FANCY" shader keyword when set
    [Toggle(ENABLE_FANCY)] _Fancy ("Fancy?", Float) = 0

    // Enum displays a popup menu for a **float** property. 
    // You can supply either an enum type name 
    // (preferably fully qualified with namespaces, in case there are multiple types), 
    // or explicit name/value pairs to display. 
    // Up to **7** name/value pairs can be specified
    [Enum(UnityEngine.Rendering.BlendMode)] _SrcBlend ("Src Blend Mode", Float) = 1
    [Enum(UnityEngine.Rendering.BlendMode)] _DstBlend ("Dst Blend Mode", Float) = 1
    [Enum(Off, 0, On, 1)] _ZWrite ("ZWrite", Float) = 0
    [Enum(UnityEngine.Rendering.CompareFunction)] _ZTest ("ZTest", Float) = 0
    [Enum(UnityEngine.Rendering.CullMode)] _Cull ("Cull Mode", Float) = 1

    // KeywordEnum displays a popup menu for a **float** property, and enables corresponding shader keyword. 
    // This is used with "#pragma multi_compile" in shaders, to enable or disable parts of shader code. 
    // Each name will enable "property name" + underscore + "enum name", uppercased, shader keyword. 
    // Up to **9** names can be provided.
    [KeywordEnum(None, Add, Multiply)] _Overlay ("Overlay mode", Float) = 0

    // PowerSlider displays a slider with a non-linear response for a Range shader property.
    // A slider with 3.0 response curve
    [PowerSlider(3.0)] _Shininess ("Shininess", Range (0.01, 1)) = 0.08
}
SubShader
{
    Tags { "Queue"="Transparent" "RenderType"="Transparent" }
    Blend [_SrcBlend] [_DstBlend]
    ZWrite [_ZWrite]
    ZTest [_ZTest]
    Cull [_Cull]

    Pass
    {
        CGPROGRAM
        // Need to define _INVERT_ON shader keyword
        #pragma shader_feature _INVERT_ON
        // Need to define _INVERT_ON shader keyword
        #pragma shader_feature ENABLE_FANCY
        // No comma between features
        #pragma multi_compile _OVERLAY_NONE _OVERLAY_ADD _OVERLAY_MULTIPLY

        #pragma vertex vert
        #pragma fragment frag

        #include "UnityCG.cginc"

        sampler2D _MainTex;
        float4 _MainTex_ST;
        sampler2D _SecondTex;
        float4 _SecondTex_ST;
        float _Shininess;

        struct appdata
        {
            float4 vertex : POSITION;
            float2 uv : TEXCOORD0;
        };

        struct v2f
        {
            float4 uv : TEXCOORD0;
            float4 vertex : SV_POSITION;
        };

        v2f vert (appdata v)
        {
            v2f o;
            o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
            o.uv.xy = TRANSFORM_TEX(v.uv, _MainTex);
            o.uv.zw = TRANSFORM_TEX(v.uv, _SecondTex);
            return o;
        }

        fixed4 frag (v2f i) : SV_Target
        {
            // sample the texture
            fixed4 col = tex2D(_MainTex, i.uv.xy);

            // Use #if, #ifdef or #if defined
            #if _INVERT_ON
            col = 1 - col;
            #endif

            // Use #if, #ifdef or #if defined
            #if ENABLE_FANCY
            col.r = 0.5;
            #endif

            fixed4 secCol = tex2D(_SecondTex, i.uv.zw);

            #if _OVERLAY_ADD
            col += secCol;
            #elif _OVERLAY_MULTIPLY
            col *= secCol;
            #endif

            col *= _Shininess;

            return col;
        }
        ENDCG
    }
}

}

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