Unity Shader 使用枚举切换整体色调

发表于2019-01-16
评论0 4.5k浏览
本篇给大家分享下Shader使用枚举切换整体色调的实现。

效果图:

知识点:
  • 两种方式在shader中使用枚举
  • 脚本修改shader中的变量
  • 两种方式遍历枚举对象
  • 使用协程执行定时逻辑

代码

一、颜色变化的枚举类型,其值是byte类型的
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public enum ColorType : byte{
    First = 1,
    Second = 2,
    Third = 3,
    Fourth = 4,
    Fifth = 5,
    Sixth = 6,
}

二、循环遍历控制逻辑

  • 这里将切换逻辑写在协程里,而不是Update中,这样有利于程序的模块化
  • 有两种方式实现遍历,一种是通过数组和索引,另一种则是迭代器
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System;
public class AutoChangeColor : MonoBehaviour {
    /// <summary>
    /// 改变颜色的时间间隔
    /// </summary>
    public int changeInterval = 1;
    public Material mat;
    // Use this for initialization
    void Start() {
        StartCoroutine(ChangeColor2());
    }
    // Update is called once per frame
    void Update() {
    }
    private IEnumerator ChangeColor1()
    {
        Byte[] colorTypes = (Byte[])Enum.GetValues(typeof(ColorType));
        byte index = 0;
        while (true)
        {
            mat.SetInt("_ColorType", colorTypes[index]);
            yield return new WaitForSeconds(changeInterval);
            index++;
            if(index == colorTypes.Length)
            {
                index = 0;
            }
        }
    }
    private IEnumerator ChangeColor2()
    {
        Array colorTypeArray = Enum.GetValues(typeof(ColorType));
        IEnumerator it = colorTypeArray.GetEnumerator();
        while(true) { 
            if (it.MoveNext()) {
                print("name = " + it.Current + ", value = " + (byte)it.Current);
                mat.SetInt("_ColorType", (byte)it.Current);
                yield return new WaitForSeconds(changeInterval);
            } else
            {
                it.Reset();
            }
        }
    }
}

三、UnlitShader 无光着色器

在shader中有两种方式可以定义枚举类型:
  • 键值对的数组形式
  • 引用C#中定义的包名加类型的方式
Shader "Custom/UnlitColorChangeShader"
{
    Properties
    {
        _MainTex ("Texture", 2D) = "white" {}
        [Enum(First,1,Second,2,Third,3,Fourth,4,Fifth,5,Sixth,6)] _ColorType ("Color Type", Int) = 1   
        //[Enum(ColorType)] _ColorType ("Color Type", Int) = 1
    }
    SubShader
    {
        Tags { "RenderType"="Opaque" }
        LOD 100
        Pass
        {
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            // make fog work
            #pragma multi_compile_fog
            #include "UnityCG.cginc"
            struct appdata
            {
                float4 vertex : POSITION;
                float2 uv : TEXCOORD0;
            };
            struct v2f
            {
                float2 uv : TEXCOORD0;
                UNITY_FOG_COORDS(1)
                float4 vertex : SV_POSITION;
            };
            sampler2D _MainTex;
            float4 _MainTex_ST;
            float _ColorType;
            v2f vert (appdata v)
            {
                v2f o;
                o.vertex = UnityObjectToClipPos(v.vertex);
                o.uv = TRANSFORM_TEX(v.uv, _MainTex);
                UNITY_TRANSFER_FOG(o,o.vertex);
                return o;
            }
            fixed4 frag (v2f i) : SV_Target
            {
                // sample the texture
                fixed4 col = tex2D(_MainTex, i.uv);
                // apply fog
                UNITY_APPLY_FOG(i.fogCoord, col);
                //return 1 - col;
                fixed4 newCol;
                switch(_ColorType) {
                    case 2:
                        newCol = fixed4(col.x, col.z, col.y, col.w);
                        break;
                    case 3:
                        newCol = fixed4(col.y, col.x, col.z, col.w);
                        break;
                    case 4:
                        newCol = fixed4(col.y, col.z, col.x, col.w);
                        break;
                    case 5:
                        newCol = fixed4(col.z, col.x, col.y, col.w);
                        break;
                    case 6:
                        newCol = fixed4(col.z, col.y, col.x, col.w);
                        break;
                    default:
                        newCol = fixed4(col.x, col.y, col.z, col.w);
                        break;
                }
                return newCol;
            }
            ENDCG
        }
    }
}

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