[UnityShader基础]07.MaterialPropertyDrawer

参考链接:

https://blog.csdn.net/e295166319/article/details/60141677

https://docs.unity3d.com/ScriptReference/MaterialPropertyDrawer.html

1.Toggle

a.[Toggle] _Invert ("Invert?", Float) = 0

勾选时,表示使shader关键字_INVERT_ON生效,关键字格式为:name_ON(全部大写)

取消勾选时,表示使对应的关键字失效

要注意的是,这个关键字是要去定义的,否则Toggle无效

 1 Shader "Custom/TestMaterialProperty"
 2 {
 3     Properties
 4     {
 5         [Toggle] _Invert ("Invert?", Float) = 0
 6     }
 7     SubShader
 8     {
 9         Pass
10         {
11             CGPROGRAM
12             #pragma vertex vert
13             #pragma fragment frag
14             #pragma multi_compile __ _INVERT_ON
15 
16             #include "UnityCG.cginc"
17 
18             struct appdata
19             {
20                 float4 vertex : POSITION;
21             };
22 
23             struct v2f
24             {
25                 float4 vertex : SV_POSITION;
26             };
27 
28             v2f vert (appdata v)
29             {
30                 v2f o;
31                 o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
32                 return o;
33             }
34             
35             fixed4 frag (v2f i) : SV_Target
36             {
37                 fixed4 col = fixed4(1, 0, 0, 0);
38                 #ifdef _INVERT_ON
39                 col = fixed4(0, 1, 0, 0);
40                 #endif
41                 return col;
42             }
43             ENDCG
44         }
45     }
46 }

效果如下,来回勾选就可以看到颜色在切换了

b.[Toggle(ENABLE_FANCY)] _Fancy ("Fancy?", Float) = 0

勾选时,表示使shader关键字ENABLE_FANCY生效

取消勾选时,表示使对应的关键字失效

 1 Shader "Custom/TestMaterialProperty"
 2 {
 3     Properties
 4     {
 5         [Toggle(ENABLE_FANCY)] _Fancy ("Fancy?", Float) = 0
 6     }
 7     SubShader
 8     {
 9         Pass
10         {
11             CGPROGRAM
12             #pragma vertex vert
13             #pragma fragment frag
14             #pragma multi_compile __ ENABLE_FANCY
15 
16             #include "UnityCG.cginc"
17 
18             struct appdata
19             {
20                 float4 vertex : POSITION;
21             };
22 
23             struct v2f
24             {
25                 float4 vertex : SV_POSITION;
26             };
27 
28             v2f vert (appdata v)
29             {
30                 v2f o;
31                 o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
32                 return o;
33             }
34             
35             fixed4 frag (v2f i) : SV_Target
36             {
37                 fixed4 col = fixed4(1, 0, 0, 0);
38                 #ifdef ENABLE_FANCY
39                 col = fixed4(0, 1, 0, 0);
40                 #endif
41                 return col;
42             }
43             ENDCG
44         }
45     }
46 }

2.KeywordEnum

[KeywordEnum(None, Add, Multiply)] _Overlay ("Overlay mode", Float) = 0

当选择None时,表示使shader关键字_OVERLAY_NONE生效,关键字格式为:属性名_枚举名(全部大写)

 1 Shader "Custom/TestMaterialProperty"
 2 {
 3     Properties
 4     {
 5         [KeywordEnum(None, Add, Multiply)] _Overlay ("Overlay mode", Float) = 0
 6     }
 7     SubShader
 8     {
 9         Pass
10         {
11             CGPROGRAM
12             #pragma vertex vert
13             #pragma fragment frag
14             #pragma multi_compile _OVERLAY_NONE _OVERLAY_ADD _OVERLAY_MULTIPLY
15 
16             #include "UnityCG.cginc"
17 
18             struct appdata
19             {
20                 float4 vertex : POSITION;
21             };
22 
23             struct v2f
24             {
25                 float4 vertex : SV_POSITION;
26             };
27 
28             v2f vert (appdata v)
29             {
30                 v2f o;
31                 o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
32                 return o;
33             }
34             
35             fixed4 frag (v2f i) : SV_Target
36             {
37                 fixed4 col = fixed4(1, 1, 1, 1);
38                 #if _OVERLAY_NONE
39                     col = fixed4(1, 0, 0, 1);
40                 #elif _OVERLAY_ADD
41                     col = fixed4(0, 1, 0, 1);
42                 #elif _OVERLAY_MULTIPLY
43                     col = fixed4(0, 0, 1, 1);
44                 #endif
45                 return col;
46             }
47             ENDCG
48         }
49     }
50 }

效果如下,选择不同的选项即显示不同的颜色

原文地址:https://www.cnblogs.com/lyh916/p/10702438.html