Unity C#向Shader传递数组

C#创建数据 每个顶点对应一个数据

 public void Start()
    {
        List<Vector4> param = new List<Vector4>();
        MeshFilter meshFilter = GetComponent<MeshFilter>();
        MeshRenderer meshRenderer = GetComponent<MeshRenderer>();
        
        //根据顶点index对应数据
        for (int i = 0; i < meshFilter.sharedMesh.vertexCount; i++)
        {
            param.Add(new Vector4(i, i, i, i));
        }

        meshRenderer.sharedMaterial.SetVectorArray("param", param.ToArray());
    }

Shader接收

Shader "Unlit/Test"
{
    Properties
    {
        _MainTex ("Texture", 2D) = "white" {}
    }
    SubShader
    {
        Tags { "RenderType"="Opaque" }
        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;
            float4 param[100];

            v2f vert (appdata v, uint vid : SV_VertexID)// 顶点 ID,必须为 uint)
            {
                v2f o;
                o.vertex = UnityObjectToClipPos(v.vertex);
                o.uv = TRANSFORM_TEX(v.uv, _MainTex);
                UNITY_TRANSFER_FOG(o,o.vertex);

                //取出传递过来的数据
                vector data = param[vid];

                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;
            }
            ENDCG
        }
    }
}

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