【发布时间】:2020-08-29 07:19:29
【问题描述】:
我有一个 CG 着色器,它可以在 Unity 的 SpriteRenderer 中滚动精灵,如下所示:
问题在于精灵的边缘没有“弯曲”,因此保龄球看起来不像在滚动。我想添加一个鱼眼效果。我看到这里有一个简单的鱼眼效果着色器:
http://www.michaelbibby.co.uk/2017/10/05/simple-fish-eye-post-process-shader/
我试图通过使用frag 着色器函数并将其放入我的着色器中来添加到我的滚动效果中。但是当我这样做时,它告诉我在片段着色器中调用i 的v2f 没有.uv 属性。我不明白这个问题,因为我的着色器中似乎没有v2f 类型的结构的定义,尽管鱼眼效果中有一个。
这是我的起点,即视频中使用的滚动着色器。谁能告诉我如何添加鱼眼效果?
Shader "Custom/ScrollingSprite" {
Properties {
[PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {}
_Color("Tint", Color) = (1,1,1,1)
_Scroll("Scroll Speed", Vector) = (0,0,0,0)
[MaterialToggle] PixelSnap("Pixel snap", Float) = 0
[HideInInspector] _RendererColor("RendererColor", Color) = (1,1,1,1)
[HideInInspector] _Flip("Flip", Vector) = (1,1,1,1)
[PerRendererData] _AlphaTex("External Alpha", 2D) = "white" {}
[PerRendererData] _EnableExternalAlpha("Enable External Alpha", Float) = 0
}
SubShader {
Tags {
"Queue" = "Transparent"
"IgnoreProjector" = "True"
"RenderType" = "Transparent"
"PreviewType" = "Plane"
"CanUseSpriteAtlas" = "True"
}
Cull Off
Lighting Off
ZWrite Off
Blend One OneMinusSrcAlpha
Pass {
CGPROGRAM
#pragma vertex SpriteVertScrolling
#pragma fragment SpriteFrag
#pragma target 2.0
#pragma multi_compile_instancing
#pragma multi_compile_local _ PIXELSNAP_ON
#pragma multi_compile _ ETC1_EXTERNAL_ALPHA
#include "UnitySprites.cginc"
float2 _Scroll;
// A copy of SpriteVert() from builtin_shaders-2019.1.7f1/CGIncludes/UnitySprites.cginc
v2f SpriteVertScrolling(appdata_t IN) {
v2f OUT;
UNITY_SETUP_INSTANCE_ID(IN);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
OUT.vertex = UnityFlipSprite(IN.vertex, _Flip);
OUT.vertex = UnityObjectToClipPos(OUT.vertex);
OUT.texcoord = IN.texcoord;
OUT.texcoord.x += _Scroll.x;
OUT.texcoord.y += _Scroll.y;
OUT.color = IN.color * _Color * _RendererColor;
#ifdef PIXELSNAP_ON
OUT.vertex = UnityPixelSnap(OUT.vertex);
#endif
return OUT;
}
ENDCG
}
}
}
【问题讨论】:
标签: unity3d shader fragment-shader vertex-shader pixel-shader