首页 > 解决方案 > 使用 Unity HDRP 进行三平面纹理

问题描述

我在 Unity 中使用默认渲染管道编写了一个表面着色器,以在没有 UV 的网格上使用三平面纹理,这很好用,使用以下代码:

Shader "Custom/TerrainShader"
{
// These properties can be modified from the material inspector.
Properties{

    _MainTex("Ground Texture", 2D) = "white" {}
    _WallTex("Wall Texture", 2D) = "white" {}
    _TexScale("Texture Scale", Float) = 1

}

    // You can have multiple subshaders with different levels of complexity. Unity will pick the first one
    // that works on whatever machine is running the game.
        SubShader{

            Tags { "RenderType" = "Opaque" } // None of our terrain is going to be transparent so Opaque it is.
            LOD 200 // We only need diffuse for now so 200 is fine. (higher includes bumped, specular, etc)

            CGPROGRAM
            #pragma surface surf Standard fullforwardshadows // Use Unity's standard lighting model
            #pragma target 3.0 // Lower target = fewer features but more compatibility.

        // Declare our variables (above properties must be declared here)
        sampler2D _MainTex;
        sampler2D _WallTex;
        float _TexScale;

        // Say what information we want from our geometry.
        struct Input {

            float3 worldPos;
            float3 worldNormal;

        };

        // This function is run for every pixel on screen.
        void surf(Input IN, inout SurfaceOutputStandard o) {

            float3 scaledWorldPos = IN.worldPos / _TexScale; // Get a the world position modified by scale.
            float3 pWeight = abs(IN.worldNormal); // Get the current normal, using abs function to ignore negative numbers.
            pWeight /= pWeight.x + pWeight.y + pWeight.z; // Ensure pWeight isn't greater than 1.

            // Get the texture projection on each axes and "weight" it by multiplying it by the pWeight.
            float3 xP = tex2D(_WallTex, scaledWorldPos.yz) * pWeight.x;
            float3 yP = tex2D(_MainTex, scaledWorldPos.xz) * pWeight.y;
            float3 zP = tex2D(_WallTex, scaledWorldPos.xy) * pWeight.z;

            // Return the sum of all of the projections.
            o.Albedo = xP + yP + zP;

        }
        ENDCG
    }
        FallBack "Diffuse"
}

但是,当切换到新的 RP(HD 或 LW)时,使用它的材料会变成粉红色。我知道这是因为 Unity 不再支持表面着色器,所以我的问题是,如何使用新的 RP 实现三平面纹理?

标签: unity3dshader

解决方案


通过着色器图支持三平面纹理。只需在图形编辑器中点击空格并搜索“三平面”,它就会显示出来。

HDRP 着色器使用延迟渲染,因此它的着色器看起来完全不同。如果您想学习,我建议您在着色器图中创建一个基本着色器,然后右键单击主节点并选择“复制着色器”。然后,您可以将着色器代码粘贴到文本编辑器中并尝试对其进行逆向工程。SRP GitHub 也是一个很好的参考:

对于 LWRP,我发现这个模板着色器非常有用:


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