unity shader之LOD以及渲染队列
发布日期:2021-05-07 17:59:10
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分类:技术文章
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LOD设置
LOD全称Level of Detail
作用:unity引擎会根据不同的LOD值在不同的平台上使用不同的SubShader 注意:在上几篇博客中已经说过在一个着色器中会有一到多个SubShader,但是系统每次只会执行一个子着色器,选择子着色器的标准就是根据子着色器所设置的LOD的值来进行选择,每一次使用着色器,都会选择第一个小于等于LOD值的子着色器。如何设置Shader的LOD的值
:通过Shader maximumlOOD来设置最大的LOD值即Shader.globalMaximumLOD;unity内置着色器分LOD等级
注意在设置最大LOD值的时候不能小于 Ver texLit kind of shaders 的值(100),否则unity将不会显示使用此着色器的物体 Demo: 场景 shader代码Shader "Custom/LODShader"{ Properties { _Color ("Color", Color) = (1,1,1,1) _MainTex ("Albedo (RGB)", 2D) = "white" { } _Glossiness ("Smoothness", Range(0,1)) = 0.5 _Metallic ("Metallic", Range(0,1)) = 0.0 }//每一次只会使用一个SubShader(根据LOD的值来使用)//找到第一个<=Shader.maximumLOD这个subShader执行;如果所有的均不符合,则最后使用fallback SubShader { Tags { "RenderType"="Opaque" } LOD 600 CGPROGRAM // Physically based Standard lighting model, and enable shadows on all light types #pragma surface surf Standard fullforwardshadows // Use shader model 3.0 target, to get nicer looking lighting #pragma target 3.0 sampler2D _MainTex; struct Input { float2 uv_MainTex; }; half _Glossiness; half _Metallic; fixed4 _Color; // Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader. // See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing. // #pragma instancing_options assumeuniformscaling UNITY_INSTANCING_BUFFER_START(Props) // put more per-instance properties here UNITY_INSTANCING_BUFFER_END(Props) void surf (Input IN, inout SurfaceOutputStandard o) { o.Albedo = fixed4(1.0,0.0,0.0,1.0); } ENDCG } SubShader { Tags { "RenderType" = "Opaque" } LOD 500 CGPROGRAM // Physically based Standard lighting model, and enable shadows on all light types #pragma surface surf Standard fullforwardshadows // Use shader model 3.0 target, to get nicer looking lighting #pragma target 3.0 sampler2D _MainTex; struct Input { float2 uv_MainTex; }; half _Glossiness; half _Metallic; fixed4 _Color; // Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader. // See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing. // #pragma instancing_options assumeuniformscaling UNITY_INSTANCING_BUFFER_START(Props) // put more per-instance properties here UNITY_INSTANCING_BUFFER_END(Props) void surf(Input IN, inout SurfaceOutputStandard o) { o.Albedo = fixed4(0.0,1.0,0.0,1.0); } ENDCG } SubShader { Tags { "RenderType" = "Opaque" } LOD 400 CGPROGRAM // Physically based Standard lighting model, and enable shadows on all light types #pragma surface surf Standard fullforwardshadows // Use shader model 3.0 target, to get nicer looking lighting #pragma target 3.0 sampler2D _MainTex; struct Input { float2 uv_MainTex; }; half _Glossiness; half _Metallic; fixed4 _Color; // Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader. // See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing. // #pragma instancing_options assumeuniformscaling UNITY_INSTANCING_BUFFER_START(Props) // put more per-instance properties here UNITY_INSTANCING_BUFFER_END(Props) void surf(Input IN, inout SurfaceOutputStandard o) { o.Albedo = fixed4(0.0,0.0,1.0,1.0); } ENDCG } FallBack "Diffuse"}
c#控制LOD值的代码
using System.Collections;using System.Collections.Generic;using UnityEngine;////// 根据不同的平台选择不同的SubShader /// public class My_Scripts : MonoBehaviour{ public Shader shader; public int LOD_Value = 600; //这个值最小为100,如果小于100将什么都不显示(系统内置的shaderLOD值最小为100,如果小于100将什么都不显示) // Start is called before the first frame update void Start() { Debug.Log(this.shader.maximumLOD); //this.shader.maximumLOD = this.LOD_Value; } // Update is called once per frame void Update() { //当前这个shader最大的LOD值 this.shader.maximumLOD = this.LOD_Value; }}
显示效果
渲染队列
渲染队列
Unity引擎会将需要渲染的物体分成几个渲染的队列 Unity默认有几个渲染队列 背景1000、Geometry(几何队列)2000、Alpha Test Alpha测试(2450)、Transparent(透明)对应值为3000、Overlay(覆盖)对应值为4000这个队列是最后的渲染队列 从数值小的开始一直到数值最大(需要注意是否透明) Unity渲染模式:普通物体从前向后渲染Alpha从后向前绘制 Demo: 场景: 将红球放置在篮球的后面 摄像机观测场景如下 红球shader代码Shader "Custom/Render_text"{ Properties { _Color ("Color", Color) = (1,1,1,1) _MainTex ("Albedo (RGB)", 2D) = "white" { } _Glossiness("Smoothness", Range(0,1)) = 0.5 _Metallic("Metallic", Range(0,1)) = 0.0 } SubShader { Tags { "RenderType" = "Opaque" "Queue" = "Geometry" } LOD 200 ZTest off//关闭深度测试 CGPROGRAM // Physically based Standard lighting model, and enable shadows on all light types #pragma surface surf Standard fullforwardshadows // Use shader model 3.0 target, to get nicer looking lighting #pragma target 3.0 sampler2D _MainTex; struct Input { float2 uv_MainTex; }; half _Glossiness; half _Metallic; fixed4 _Color; // Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader. // See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing. // #pragma instancing_options assumeuniformscaling UNITY_INSTANCING_BUFFER_START(Props) // put more per-instance properties here UNITY_INSTANCING_BUFFER_END(Props) void surf (Input IN, inout SurfaceOutputStandard o) { o.Albedo = _Color.rgb; } ENDCG } FallBack "Diffuse"}
注意如果要修改某着色器的渲染队列并且令其起作用的话,需要将深度测试关闭
修改后的场景转载地址:https://blog.csdn.net/lfanyize/article/details/104118085 如侵犯您的版权,请留言回复原文章的地址,我们会给您删除此文章,给您带来不便请您谅解!
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