Shader"Unlit/Custom/Shader05"{ Properties { _MainTex("MainTex",2D) ="white"{} [Toggle] _INVERT ("Invert color?", Float) =0 //_INVERT 必须是大写的 _Invert 不可以[KeywordEnum(None, Add, Multiply)] _Overlay ("Overlay mode", Float) =0[Enum(ON,0, OFF,1)] _Enum("Test Enum",float...
关键词枚举(KeywordEnum)跟普通的枚举类似,也就是将float类型的数据以 下拉列表的形式在材质属性面板上显示,只不过关键词枚举会有与之对应的Shader关键词,在Shader中通过“ #pragma shader_feature”或“ #pragma multi_compile”指令可以开启或者关闭某一部分Shader代码。 Shader关键词格式为:property name_enum name,...
1.在unity中编译shader代码 2.取得vert和frag部分,使用mali offline complier输入命令行( malioc shader.frag –c Mali-G72 ) 对性能进行评估 图2-2 测试流程之编译shader代码 3.测试用例使用四个选项的枚举类型,伪代码如下,使用了五种逻辑结构来表达下面这一段逻辑: switch (_Enum) { case 0: col = fixed...
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...
voildkeywords.Add(keyword);}}Debug.Log($"Shader:{curMat.shader.name}\n\rallkeywords:{allkeywords.ListToString("")}\n\rvoildkeywords:{voildkeywords.ListToString("")}");// 材质与Shader的keyword求交foreach(PassTypeoinEnum.GetValues(typeof(PassType))){varpt=o;ShaderVariantCollection.Shader...
[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. ...
You can write shader snippets that share common code, but have different functionality when a given keyword is enabled or disabled. When Unity compiles these shader snippets, it creates separate shader programs for the different combinations of enabled and disabled keywords. These individual shader ...
// Will set "ENABLE_FANCY" shader keyword when set [Toggle(ENABLE_FANCY)] _Fancy ("Fancy?", Float) = 0 Enumdisplays 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 ...
接下来是 Shader: 对于lightmap 有一个很关键的宏 LIGHTMAP_ON,而 Directional lighmap 一样有,那就是 DIRLIGHTMAP_COMBINED 和 DIRLIGHTMAP_OFF,如果觉得加一些 #pragma shader_feature 预编译指令比较麻烦,可以直接通过下面一行代码全部包括,它帮你考虑了前向渲染中所以可能用到的 keyword,不过这样可能会导致变体...
/// Similar to builtin Toggle() /// /// group: father group name (Default: none) /// keyword: keyword used for toggle, "_" = ignore, none or "__" = Property Name + "_ON", always Upper (Default: none) /// preset File Name: "Shader Property Preset" asset name, see Preset...