嗨,Unity 开发人员,
我一直在尝试修改 Skybox/Cubemap 的内置 Unity 着色器,以便它需要第二个立方体贴图,并且在两者之间具有混合因子。
我尝试了以下着色器脚本,但是它没有产生预期的结果,有没有比我更了解着色器代码的人可以帮助我的学习/结果?我发现学习如何使用着色器代码非常困难,仅使用 Unity 大约 2-3 个月。
Shader "RenderFX/Skybox2" {
Properties {
_Tint ("Tint Color", Color) = (.5, .5, .5, .5)
[Gamma] _Exposure ("Exposure", Range(0, 8)) = 1.0
_Rotation ("Rotation", Range(0, 360)) = 0
_Rotation2 ("Rotation 2", Range(0, 360)) = 0
_Blend ("Blend", Range (0, 1) ) = 0.5
[NoScaleOffset] _Tex ("Cubemap (HDR)", Cube) = "grey" {}
_Skybox2 ("Skybox two", Cube) = ""
}
SubShader {
Tags { "Queue"="Background" "RenderType"="Background" "PreviewType"="Skybox" }
Cull Off ZWrite Off
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 2.0
#include "UnityCG.cginc"
samplerCUBE _Tex;
half4 _Tex_HDR;
half4 _Tint;
half _Exposure;
float _Rotation;
float3 RotateAroundYInDegrees (float3 vertex, float degrees)
{
float alpha = degrees * UNITY_PI / 180.0;
float sina, cosa;
sincos(alpha, sina, cosa);
float2x2 m = float2x2(cosa, -sina, sina, cosa);
return float3(mul(m, vertex.xz), vertex.y).xzy;
}
struct appdata_t {
float4 vertex : POSITION;
};
struct v2f {
float4 vertex : SV_POSITION;
float3 texcoord : TEXCOORD0;
};
v2f vert (appdata_t v)
{
v2f o;
float3 rotated = RotateAroundYInDegrees(v.vertex, _Rotation);
o.vertex = UnityObjectToClipPos(rotated);
o.texcoord = v.vertex.xyz;
return o;
}
fixed4 frag (v2f i) : SV_Target
{
half4 tex = texCUBE (_Tex, i.texcoord);
half3 c = DecodeHDR (tex, _Tex_HDR);
c = c * _Tint.rgb * unity_ColorSpaceDouble.rgb;
c *= _Exposure;
return half4(c, 1);
}
ENDCG
}
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 2.0
#include "UnityCG.cginc"
samplerCUBE _Skybox2;
half4 _Skybox2_HDR;
half4 _Tint;
half _Exposure;
float _Rotation2;
float _Blend;
float3 RotateAroundYInDegrees (float3 vertex, float degrees)
{
float alpha = degrees * UNITY_PI / 180.0;
float sina, cosa;
sincos(alpha, sina, cosa);
float2x2 m = float2x2(cosa, -sina, sina, cosa);
return float3(mul(m, vertex.xz), vertex.y).xzy;
}
struct appdata_t {
float4 vertex : POSITION;
};
struct v2f {
float4 vertex : SV_POSITION;
float3 texcoord : TEXCOORD0;
};
v2f vert (appdata_t v)
{
v2f o;
float3 rotated = RotateAroundYInDegrees(v.vertex, _Rotation2);
o.vertex = UnityObjectToClipPos(rotated);
o.texcoord = v.vertex.xyz;
return o;
}
fixed4 frag (v2f i) : SV_Target
{
half4 tex = texCUBE (_Skybox2, i.texcoord);
half3 c2 = DecodeHDR (tex, _Skybox2_HDR);
c2 = c2 * _Tint.rgb * unity_ColorSpaceDouble.rgb;
c2 *= _Exposure;
return half4(c2, 1);
}
ENDCG
}
Pass {
SetTexture[c]
SetTexture[c2] {
ConstantColor (0,0,0, [_Blend])
Combine texture Lerp(constant) previous
}
}
}
Fallback Off
}
结果是一个灰色的视图,我认为我没有正确传递 c/c2 变量,或者即使它们可以像那样传递。我真的很困惑我如何才能达到这种效果。
混合通道仅适用于普通纹理,但我需要它来保持旋转值,而不仅仅是纹理。
在此先感谢您的着色器/Unity 专家!我希望有一天能加入你的行列。