目錄
一、創建空物體,掛載Projector,並賦值Material(作用:將Projector範圍內的物體材質替換爲Projector的Material)
二、我們的主角(帶有忽略Projector影響屬性的物體,我把它弄得比較漂亮一點)
上圖Projector組件掛載於空物體上,拖拽一個材質球給它,注意材質球是有條件的,我會貼材質球相關的Shader
一、創建空物體,掛載Projector,並賦值Material(作用:將Projector範圍內的物體材質替換爲Projector的Material)
(其實Shader創一個Unlit Shader即可)
//一個簡單的頂點片元着色器,多了一個顏色值混合和乘上一個uv.x(隨便搞的)
Shader "Unlit/ProjectorShaderTest"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_Color("Color", Color) = (1,1,1,1)
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _MainTex_ST;
fixed4 _Color;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
// sample the texture
fixed4 col = tex2D(_MainTex, i.uv);
return col * _Color * i.uv.x;
}
ENDCG
}
}
}
二、我們的主角(帶有忽略Projector影響屬性的物體,我把它弄得比較漂亮一點)
// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
Shader "Unlit/IgnoreProjectorShaderTest"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
}
SubShader
{
Tags {
"RenderType"="Opaque"
"IgnoreProjector"="True" //忽略Projector影響
}
LOD 100
Pass
{
Tags{
"LightMode" = "ForwardBase"
}
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_fwdbase
#include "UnityCG.cginc"
#include "Lighting.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
float3 normal : NORMAL;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
float3 normal : NORMAL;
float4 pos : TEXCOORD1;
};
sampler2D _MainTex;
float4 _MainTex_ST;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
o.normal = UnityObjectToWorldNormal(v.normal);
o.pos = mul(unity_ObjectToWorld, v.vertex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
// sample the texture
fixed4 col = tex2D(_MainTex, i.uv);
fixed3 l = normalize(UnityWorldSpaceLightDir(i.pos));
fixed3 n = normalize(i.normal);
fixed diffuse = _LightColor0.rgb * (dot(l, n) * 0.5 + 0.5);
col.rgb = col.rgb * diffuse * (1-n); //五顏六色
return col;
}
ENDCG
}
}
}
當我註釋掉IgnoreProjector時
默認IgnoreProjector爲False,即受Projector影響,會將物體的材質變成Projector的材質如下圖
三、問題
一、爲什麼給Projector的Material賦值標準着色器材質就無法渲染呢?