Unity Shader修改Shader属性

定义一个材料,放在Resources文件夹中Unity Shader修改Shader属性_第1张图片

然后贴上Shader代码

Shader "Custom/ScriptControlShader" {
	Properties {
		_Color ("Color", Color) = (1,1,1,1)
		_MainTex ("Albedo (RGB)", 2D) = "white" {}
		
	}
	SubShader {
		Tags { "RenderType"="Opaque" }
		LOD 200
		
		CGPROGRAM
		// Physically based Standard lighting model, and enable shadows on all light types
		#pragma surface surf Standard fullforwardshadows

		// Use shader model 3.0 target, to get nicer looking lighting
		#pragma target 3.0

		sampler2D _MainTex;

		struct Input {
			float2 uv_MainTex;
		};

		half _Glossiness;
		half _Metallic;
		fixed4 _Color;

		void surf (Input IN, inout SurfaceOutputStandard o) {
			// Albedo comes from a texture tinted by color
			fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
			o.Albedo = c.rgb;			
			o.Alpha = c.a;
		}
		ENDCG
	} 
	FallBack "Diffuse"
}
定义了两个属性 _Color 、 _MainTex

现在在脚本里控制者两个属性

using UnityEngine;
using System.Collections;

public class Main : MonoBehaviour {

	public Material mat;
	public Color green;
	public Cubemap cube;
	public Vector4 vec;
	public float val_1;
	public float val_2;
	Texture2D earth ;
	Texture2D earthcloud;
	
	public Matrix4x4 matrix;

	void Start(){ 
		//获取图Texture2D和Material
		earth = (Texture2D)Resources.Load("Earth");  
		earthcloud = (Texture2D)Resources.Load("EarthClouds");
		mat = (Material)Resources.Load("02test");
		green = Color.green;
	
	}
	void Update () {

		mat.SetTexture("_MainTex",earthcloud);
		mat.SetColor("_Color",green);
	}
}
将脚本绑在一个GameObject上,就可以看到效果的改变了


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