1,1,1)[MainTexture]_BaseMap("BaseMap",2D)="white"{}}SubShader{Tags{"RenderType"="Opaque""RenderPipeline"="UniversalRenderPipeline""Queue"="Geometry"}Pass{HLSLPROGRAM#pragma vertex vert#pragma fragment frag#include"Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"structAttributes...
o.vertex = UnityObjectToClipPos(v.vertex); o.uv = TRANSFORM_TEX(v.uv, _MainTex); //将纹理反向 o.uv.x = 1 - o.uv.x; return o; } fixed4 frag (v2f i) : SV_Target { // sample the texture fixed4 col = tex2D(_MainTex, i.uv); return col; } ENDCG } } } 效果:可以调...
Pixel shader代码*,逆矩阵需要从C#中传递过来: fixed4frag(uoutput o): COLOR {fixed4col=tex2D(_MainTex, o.uv);floatdepth=UNITY_SAMPLE_DEPTH(tex2D(_CameraDepthTexture, o.uv_depth));float4ndcPos=float4(o.uv.x*2-1,o.uv.y *2-1,depth ,1);//_Matrix_vp_inverse外部传递,具体为://Mat...
而我们只需要在Shader中使用SAMPLE_DEPTH_TEXTURE宏对深度纹理进行采样,例如: float d = SMAPLE_DEPTH_TEXTURE(_CameraDepthTexture, i.uv); 其中,i.uv 是一个float2类型的变量,对应了当前像素的纹理坐标。类似的宏还有SAMPLE_DEPTH_TEXTURE_PROJ 和 SAMPLE_DEPTH_TEXTURE_LOD。SAMPLE_DEPTH_TEXTURE_PROJ 宏同样接...
Debug.Log("材质主纹理: " + (loadedMat.mainTexture != null ? loadedMat.mainTexture.name : "空")); 3. 处理Shader问题 Shader丢失或变体缺失:加载后若材质显示粉色,可能是Shader未正确编译或缺失。手动重置Shader: if (loadedMat.shader != null) { loadedMat.shader = Shader.Find(loadedMat.shader....
当在Shader中访问到深度纹理_CameraDepthTexture 后,我们就可以使用当前像素的纹理坐标对它进行采样。绝大多数情况下,我们直接使用tex2D函数采样即可,但在某些平台上,我们需要一些特殊处理。Unity为我们提供了一个统一的宏SAMPLE_DEPTH_TEXTURE,用来处理这些由于平台差异造成的问题。而我们只需要在Shader中使用SAMPLE_DEPTH...
25. 建立两个Sample Texture 2D节点,将Water Shader中Main Normal和Second Normal的Mode改为Bump。将两个Sample Texture 2D节点的Type改为Normal。 26. 将Main Normal和Second Normal拖入背景板。将Main Normal(T2)和Sample Texture 2D的Texture(T2)连接,将Second Normal(T2)和第二个Sample Texture 2D的Texture(T2...
the Render Textures are likely to come out at different vertical orientations in Direct3D-like platforms and when you use anti-aliasing. To standardise the coordinates, you need to manually “flip” the screen Texture upside down in your Vertex Shader so that it matches the OpenGL-like coordin...
public static void Blit(Texture src, Material mat, int pass = -1); src对应了源纹理,在屏幕后处理技术中,该参数通常是当前屏幕的渲染纹理或是上一步处理后得到的渲染纹理。参数dest是目标渲染纹理,如果它的值为null就会直接将屏幕后处理操作,而src纹理将会被传递给shader中命名为_MainTex的纹理属性,mat则是...
Shader "UCLA Game Lab/Wireframe/Single-Sided"{Properties{_Color ("Line Color", Color) = (1,1,1,1)_MainTex ("Main Texture", 2D) = "white" {}_Thickness ("Thickness", Float) = 1}SubShader{Pass{Tags { "RenderType"="Transparent" "Queue"="Transparent" }Blend SrcAlpha OneMinusSrcAlpha...