Unity3d 采用Unity HDRP的三面纹理
我使用默认渲染管道编写了一个曲面着色器,在没有UV的网格上使用三平面纹理,效果很好,代码如下:Unity3d 采用Unity HDRP的三面纹理,unity3d,shader,Unity3d,Shader,我使用默认渲染管道编写了一个曲面着色器,在没有UV的网格上使用三平面纹理,效果很好,代码如下: Shader "Custom/TerrainShader" { // These properties can be modified from the material inspector. Properties{ _MainTex("Ground Texture", 2D) = "white" {} _WallTex("Wall Texture", 2D) = "white" {
Shader "Custom/TerrainShader"
{
// These properties can be modified from the material inspector.
Properties{
_MainTex("Ground Texture", 2D) = "white" {}
_WallTex("Wall Texture", 2D) = "white" {}
_TexScale("Texture Scale", Float) = 1
}
// You can have multiple subshaders with different levels of complexity. Unity will pick the first one
// that works on whatever machine is running the game.
SubShader{
Tags { "RenderType" = "Opaque" } // None of our terrain is going to be transparent so Opaque it is.
LOD 200 // We only need diffuse for now so 200 is fine. (higher includes bumped, specular, etc)
CGPROGRAM
#pragma surface surf Standard fullforwardshadows // Use Unity's standard lighting model
#pragma target 3.0 // Lower target = fewer features but more compatibility.
// Declare our variables (above properties must be declared here)
sampler2D _MainTex;
sampler2D _WallTex;
float _TexScale;
// Say what information we want from our geometry.
struct Input {
float3 worldPos;
float3 worldNormal;
};
// This function is run for every pixel on screen.
void surf(Input IN, inout SurfaceOutputStandard o) {
float3 scaledWorldPos = IN.worldPos / _TexScale; // Get a the world position modified by scale.
float3 pWeight = abs(IN.worldNormal); // Get the current normal, using abs function to ignore negative numbers.
pWeight /= pWeight.x + pWeight.y + pWeight.z; // Ensure pWeight isn't greater than 1.
// Get the texture projection on each axes and "weight" it by multiplying it by the pWeight.
float3 xP = tex2D(_WallTex, scaledWorldPos.yz) * pWeight.x;
float3 yP = tex2D(_MainTex, scaledWorldPos.xz) * pWeight.y;
float3 zP = tex2D(_WallTex, scaledWorldPos.xy) * pWeight.z;
// Return the sum of all of the projections.
o.Albedo = xP + yP + zP;
}
ENDCG
}
FallBack "Diffuse"
}
但是,当切换到新RP(HD或LW)时,使用它的材质将变为粉红色。我知道这是因为Unity不再支持曲面着色器,所以我的问题是,如何使用新RP实现三平面纹理?通过着色器图形支持三平面纹理。只需点击图形编辑器中的空格并搜索“triplanar”,它就会显示出来 HDRP着色器使用延迟渲染,因此其着色器看起来根本不同。如果您想学习,我建议您在着色器图中创建一个基本着色器,然后右键单击主节点并选择“复制着色器”。然后,可以将着色器代码粘贴到文本编辑器中,并尝试对其进行反向工程。SRP GitHub也是一个很好的参考: