问题
The shader:
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Outlined/Silhouetted Diffuse" {
Properties {
_Color ("Main Color", Color) = (.5,.5,.5,1)
_OutlineColor ("Outline Color", Color) = (0,0,0,1)
_Outline ("Outline width", Range (0.0, 0.03)) = .005
_MainTex ("Base (RGB)", 2D) = "white" { }
}
CGINCLUDE
#include "UnityCG.cginc"
struct appdata {
float4 vertex : POSITION;
float3 normal : NORMAL;
};
struct v2f {
float4 pos : POSITION;
float4 color : COLOR;
};
uniform float _Outline;
uniform float4 _OutlineColor;
v2f vert(appdata v) {
// just make a copy of incoming vertex data but scaled according to normal direction
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
float3 norm = mul ((float3x3)UNITY_MATRIX_IT_MV, v.normal);
float2 offset = TransformViewToProjection(norm.xy);
o.pos.xy += offset * o.pos.z * _Outline;
o.color = _OutlineColor;
return o;
}
ENDCG
SubShader {
Tags { "Queue" = "Transparent" }
// note that a vertex shader is specified here but its using the one above
Pass {
Name "OUTLINE"
Tags { "LightMode" = "Always" }
Cull Off
ZWrite Off
ZTest Always
ColorMask RGB // alpha not used
// you can choose what kind of blending mode you want for the outline
Blend SrcAlpha OneMinusSrcAlpha // Normal
//Blend One One // Additive
//Blend One OneMinusDstColor // Soft Additive
//Blend DstColor Zero // Multiplicative
//Blend DstColor SrcColor // 2x Multiplicative
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
half4 frag(v2f i) :COLOR {
return i.color;
}
ENDCG
}
Pass {
Name "BASE"
ZWrite On
ZTest LEqual
Blend SrcAlpha OneMinusSrcAlpha
Material {
Diffuse [_Color]
Ambient [_Color]
}
Lighting On
SetTexture [_MainTex] {
ConstantColor [_Color]
Combine texture * constant
}
SetTexture [_MainTex] {
Combine previous * primary DOUBLE
}
}
}
SubShader {
Tags { "Queue" = "Transparent" }
Pass {
Name "OUTLINE"
Tags { "LightMode" = "Always" }
Cull Front
ZWrite Off
ZTest Always
ColorMask RGB
// you can choose what kind of blending mode you want for the outline
Blend SrcAlpha OneMinusSrcAlpha // Normal
//Blend One One // Additive
//Blend One OneMinusDstColor // Soft Additive
//Blend DstColor Zero // Multiplicative
//Blend DstColor SrcColor // 2x Multiplicative
CGPROGRAM
#pragma vertex vert
#pragma exclude_renderers gles xbox360 ps3
ENDCG
SetTexture [_MainTex] { combine primary }
}
Pass {
Name "BASE"
ZWrite On
ZTest LEqual
Blend SrcAlpha OneMinusSrcAlpha
Material {
Diffuse [_Color]
Ambient [_Color]
}
Lighting On
SetTexture [_MainTex] {
ConstantColor [_Color]
Combine texture * constant
}
SetTexture [_MainTex] {
Combine previous * primary DOUBLE
}
}
}
Fallback "Diffuse"
}
And after attached the shader to a material on a cube I want now to control the Outline width in csharp script so I also attached a script empty for now to the cube:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Outline : MonoBehaviour {
// Use this for initialization
void Start () {
}
// Update is called once per frame
void Update () {
}
}
For example I want to change the Outline width value using time or startcoroutine.
If the Outline width range values are 0.0, 0.03 then I want to change this values automatic from 0 to 0.03 using time or startcoroutine.
Update:
This is working using Update for changing the _Outline value:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Outline : MonoBehaviour
{
public float width;
private Renderer rend;
private float currentWidth;
private void Start()
{
rend = GetComponent<Renderer>();
currentWidth = rend.material.GetFloat("_Outline");
}
private void Update()
{
SetOutLineWidth(width);
}
public void SetOutLineWidth(float width)
{
rend.material.SetFloat("_Outline", width);
}
}
But now how can I use startcoroutine to change the _Outline value automatic nonstop from 0.0 to 0.03 and back from 0.03 to 0.0 ?
回答1:
You have two options.
and the simplest: store your oscillating value in the script (modify, then call
material.SetFloat()
with the new value).Material.GetFloat()
回答2:
Not Sure If You Still Need It But Here Is My Solution, only different is the variable name for width outline
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class BlinkingHighlight : MonoBehaviour {
public Renderer rend;
float initialWidth = 0f;
float EndWidth = 0.025f;
float waitTime = 0.5f;
public bool TestBlinking = false;
bool BlinkingCycleComplete = false;
void Start() {
rend = GetComponent<Renderer> ();
}
public IEnumerator Blinking(){
//Debug.Log ("Blinking");
BlinkingCycleComplete = true;
rend.material.SetFloat ("_OutlineWidth", initialWidth);
yield return new WaitForSeconds(waitTime);
rend.material.SetFloat ("_OutlineWidth", EndWidth);
yield return new WaitForSeconds(waitTime);
BlinkingCycleComplete = false;
}
void Update() {
if (TestBlinking == true && BlinkingCycleComplete == false) {
StartCoroutine (Blinking ());
} else if (TestBlinking == false) {
rend.material.SetFloat ("_OutlineWidth", initialWidth);
}
}
}
来源:https://stackoverflow.com/questions/48472332/how-can-i-access-shader-variables-from-script