【发布时间】:2014-01-25 10:18:55
【问题描述】:
我正在尝试将我从网上获得的这个着色器配置为具有白色轮廓而不是黑色轮廓。但是“_OutlineColor(“轮廓颜色”,颜色)=(1,1,1,1)”不起作用。 我是统一的新手以及事情如何运作,所以我希望你能帮助我。 这是完整的着色器:
Shader "Outlined/Diffuse" {
Properties {
_Color ("Main Color", Color) = (0,0,0,0)
_OutlineColor ("Outline Color", Color) = (1,1,1,1)
_Outline ("Outline width", Range (.002, 0.03)) = 5
_MainTex ("Base (RGB)", 2D) = "white" { }
}
CGINCLUDE
#include "UnityCG.cginc"
struct appdata {
float4 vertex : POSITION;
float3 normal : NORMAL;
};
struct v2f {
float4 pos : POSITION;
float4 color : COLOR;
};
uniform float _Outline;
uniform float4 _OutlineColor;
v2f vert(appdata v) {
// just make a copy of incoming vertex data but scaled according to normal direction
v2f o;
o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
float3 norm = mul ((float3x3)UNITY_MATRIX_IT_MV, v.normal);
float2 offset = TransformViewToProjection(norm.xy);
o.pos.xy += offset * o.pos.z * _Outline;
o.color = _OutlineColor;
return o;
}
ENDCG
SubShader {
//Tags {"Queue" = "Geometry+100" }
CGPROGRAM
#pragma surface surf Lambert
sampler2D _MainTex;
fixed4 _Color;
struct Input {
float2 uv_MainTex;
};
void surf (Input IN, inout SurfaceOutput o) {
fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;
o.Albedo = c.rgb;
o.Alpha = c.a;
}
ENDCG
// note that a vertex shader is specified here but its using the one above
Pass {
Name "OUTLINE"
Tags { "LightMode" = "Always" }
Cull Front
ZWrite On
ColorMask RGB
Blend SrcAlpha OneMinusSrcAlpha
//Offset 50,50
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
half4 frag(v2f i) :COLOR { return i.color; }
ENDCG
}
}
SubShader {
CGPROGRAM
#pragma surface surf Lambert
sampler2D _MainTex;
fixed4 _Color;
struct Input {
float2 uv_MainTex;
};
void surf (Input IN, inout SurfaceOutput o) {
fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;
o.Albedo = c.rgb;
o.Alpha = c.a;
}
ENDCG
Pass {
Name "OUTLINE"
Tags { "LightMode" = "Always" }
Cull Front
ZWrite On
ColorMask RGB
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
#pragma vertex vert
#pragma exclude_renderers gles xbox360 ps3
ENDCG
SetTexture [_MainTex] { combine primary }
}
}
Fallback "Diffuse"
}
【问题讨论】:
-
在材质检查器中验证颜色是否为白色。 Unity 的 Inspector 设置取代了您在着色器中硬编码的值。
-
你能说得更具体点吗?什么不起作用?检查检查员在游戏过程中分配了什么颜色。还要尝试在游戏过程中更改分配给它的对象的颜色,以检查着色器本身是否存在错误。
标签: unity3d