在Unity Shaderlab中,如何使用lerp和deltaTime

时间:2018-05-19 20:49:40

标签: unity3d shader shaderlab

如何使用自定义标准曲面着色器将值设置为目标值的动画?

例如:

...
float targetAlpha; //Set by the property block, or a C# script
float currrentAlpha; //Used internally only.

void surf (Input IN, inout SurfaceOutputStandard o)
{
    currrentAlpha = lerp(currrentAlpha, targetAlpha, unity_DeltaTime.x);

    o.Alpha = currrentAlpha;
}

此代码不起作用,但应说明目标是什么:设置targetAlpha时,着色器将淡化为该值。

2 个答案:

答案 0 :(得分:3)

以上答案中的着色器仍可在Unity 2018.2中使用。但是,_SinTime在-1和1之间振荡,而我们希望范围在0和1之间。代码clamp(_SinTime.w, 0, 1)固定在所需的值上,但是alpha值在0处停留的时间过长。因此,我们需要绝对值,例如:abs(_SinTime.w)

修改后的着色器:

    Shader "Custom/Test" {
    Properties {
        _Color ("Color", Color) = (1,1,1,1)
        _MainTex ("Albedo (RGB)", 2D) = "white" {}
        _TargetAlpha ("TargetAlpha", Range(0, 1)) = 0.0
    }
    SubShader {
        Tags { "RenderType"="Opaque" }
        LOD 200

        CGPROGRAM
        // Physically based Standard lighting model, and enable shadows on all light types
        #pragma surface surf Standard fullforwardshadows alpha:fade

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

        sampler2D _MainTex;

        struct Input {
            float2 uv_MainTex;
        };

        half _Alpha;
        fixed4 _Color;
        half _TargetAlpha;


        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 = lerp(o.Alpha, _TargetAlpha, abs(_SinTime.w));
        }
        ENDCG
    }
    FallBack "Diffuse"
 }

答案 1 :(得分:2)

有几种方法可以做到这一点。其中一个是使用内置着色器变量:

    Shader "Custom/Test" {
    Properties {
        _Color ("Color", Color) = (1,1,1,1)
        _MainTex ("Albedo (RGB)", 2D) = "white" {}
        _TargetAlpha ("TargetAlpha", Range(0, 1)) = 0.0
    }
    SubShader {
        Tags { "RenderType"="Opaque" }
        LOD 200

        CGPROGRAM
        // Physically based Standard lighting model, and enable shadows on all light types
        #pragma surface surf Standard fullforwardshadows alpha:fade

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

        sampler2D _MainTex;

        struct Input {
            float2 uv_MainTex;
        };

        half _Alpha;
        fixed4 _Color;
        half _TargetAlpha;


        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 = lerp(o.Alpha, _TargetAlpha, clamp(_SinTime.w, 0, 1));
        }
        ENDCG
    }
    FallBack "Diffuse"
 }
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