理解 Unity3D RenderWithShader Api
2016-07-14 15:47
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主要参考:
unity, 替换shader渲染(Rendering with Replaced Shaders) :
http://www.cnblogs.com/wantnon/p/4528677.html
测试例子:
Test.cs挂到Camera上
redAndGreen.shader
Shader "Unlit/redAndGreenSphere"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
}
SubShader{
Tags { "RenderType"="Green" }
LOD 100
Pass
{
//Tags { "RenderType"="Green" }
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;
v2f vert (appdata v)
{
v2f o;
o.vertex = mul(UNITY_MATRIX_MVP, 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 fixed4(0, 0.5, 0, 1);
}
ENDCG
}
}
SubShader
{
Tags { "RenderType"="Red" }
LOD 100
Pass
{
//Tags { "RenderType"="Red" }
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;
v2f vert (appdata v)
{
v2f o;
o.vertex = mul(UNITY_MATRIX_MVP, 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 fixed4(0.5, 0, 0, 1);
}
ENDCG
}
}
}
blueSphere.shader
Shader "Unlit/blueSphere"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
}
SubShader
{
Tags { "RenderType"="Green" }
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;
v2f vert (appdata v)
{
v2f o;
o.vertex = mul(UNITY_MATRIX_MVP, 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 col;
return fixed4(0, 0, 0.5, 1);
}
ENDCG
}
}
}
结论:
在shaderCamera 中,因为调用了RenderWithShader(Shader.Find("Unlit/blueSphere"), "RenderType");,因为blueSphere的SubShader的 "RenderType"="Green",所以,会在场景中进行寻找 第一个SubShader的"RenderType"="Green" 的物体,用blueSphere的SubShader来代替这些物体就进行渲染。
所以,上面的挂上了redAndGreen材质的球,本来是绿色,会用blueSphere.shader来渲染,渲染为蓝色。
unity, 替换shader渲染(Rendering with Replaced Shaders) :
http://www.cnblogs.com/wantnon/p/4528677.html
测试例子:
Test.cs挂到Camera上
using UnityEngine; using System.Collections; public class Test1 : MonoBehaviour { private Camera shaderCamera; private RenderTexture replaceRenderTexture; public void Start() { shaderCamera = new GameObject("Test", typeof(Camera)).GetComponent<Camera>(); Camera origCamera = GetComponent<Camera>(); replaceRenderTexture = new RenderTexture((int)origCamera.pixelWidth, (int)origCamera.pixelHeight, 16, RenderTextureFormat.ARGB32); replaceRenderTexture.wrapMode = TextureWrapMode.Clamp; replaceRenderTexture.useMipMap = false; replaceRenderTexture.filterMode = FilterMode.Bilinear; replaceRenderTexture.Create(); } public void OnPreRender() { Camera origCamera = GetComponent<Camera>(); shaderCamera.CopyFrom(origCamera); //shaderCamera.backgroundColor = Color.clear; shaderCamera.clearFlags = CameraClearFlags.SolidColor; shaderCamera.renderingPath = RenderingPath.Forward; shaderCamera.targetTexture = replaceRenderTexture; shaderCamera.depth = 10; shaderCamera.RenderWithShader(Shader.Find("Unlit/blueSphere"), "RenderType"); } }
redAndGreen.shader
Shader "Unlit/redAndGreenSphere"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
}
SubShader{
Tags { "RenderType"="Green" }
LOD 100
Pass
{
//Tags { "RenderType"="Green" }
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;
v2f vert (appdata v)
{
v2f o;
o.vertex = mul(UNITY_MATRIX_MVP, 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 fixed4(0, 0.5, 0, 1);
}
ENDCG
}
}
SubShader
{
Tags { "RenderType"="Red" }
LOD 100
Pass
{
//Tags { "RenderType"="Red" }
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;
v2f vert (appdata v)
{
v2f o;
o.vertex = mul(UNITY_MATRIX_MVP, 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 fixed4(0.5, 0, 0, 1);
}
ENDCG
}
}
}
blueSphere.shader
Shader "Unlit/blueSphere"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
}
SubShader
{
Tags { "RenderType"="Green" }
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;
v2f vert (appdata v)
{
v2f o;
o.vertex = mul(UNITY_MATRIX_MVP, 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 col;
return fixed4(0, 0, 0.5, 1);
}
ENDCG
}
}
}
结论:
在shaderCamera 中,因为调用了RenderWithShader(Shader.Find("Unlit/blueSphere"), "RenderType");,因为blueSphere的SubShader的 "RenderType"="Green",所以,会在场景中进行寻找 第一个SubShader的"RenderType"="Green" 的物体,用blueSphere的SubShader来代替这些物体就进行渲染。
所以,上面的挂上了redAndGreen材质的球,本来是绿色,会用blueSphere.shader来渲染,渲染为蓝色。
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