有一个Skybox着色器,在两组Skybox纹理之间混合。想想白天和黑夜的循环!
如果要通过脚本构建或动画化天空盒,请使用skyboxmaterial.SetFloat("_Blend", yourBlend)
更改混合;否则,请执行以下操作。也可以使用SetTexture
材质功能来设置或更改纹理。
有关昼夜周期的视频教程:http : //www.youtube.com/watch?v=FTfv9JhkmIA
示例代码如下:
Shader "RenderFX/Skybox Blended" {
Properties {
_Tint ("Tint Color", Color) = (.5, .5, .5, .5)
_Blend ("Blend", Range(0.0,1.0)) = 0.5
_FrontTex ("Front (+Z)", 2D) = "white" {}
_BackTex ("Back (-Z)", 2D) = "white" {}
_LeftTex ("Left (+X)", 2D) = "white" {}
_RightTex ("Right (-X)", 2D) = "white" {}
_UpTex ("Up (+Y)", 2D) = "white" {}
_DownTex ("Down (-Y)", 2D) = "white" {}
_FrontTex2("2 Front (+Z)", 2D) = "white" {}
_BackTex2("2 Back (-Z)", 2D) = "white" {}
_LeftTex2("2 Left (+X)", 2D) = "white" {}
_RightTex2("2 Right (-X)", 2D) = "white" {}
_UpTex2("2 Up (+Y)", 2D) = "white" {}
_DownTex2("2 Down (-Y)", 2D) = "white" {}
}
SubShader {
Tags { "Queue" = "Background" }
Cull Off
Fog { Mode Off }
Lighting Off
Color [_Tint]
Pass {
SetTexture [_FrontTex] { combine texture }
SetTexture [_FrontTex2] { constantColor (0,0,0,[_Blend]) combine texture lerp(constant) previous }
SetTexture [_FrontTex2] { combine previous +- primary, previous * primary }
}
Pass {
SetTexture [_BackTex] { combine texture }
SetTexture [_BackTex2] { constantColor (0,0,0,[_Blend]) combine texture lerp(constant) previous }
SetTexture [_BackTex2] { combine previous +- primary, previous * primary }
}
Pass {
SetTexture [_LeftTex] { combine texture }
SetTexture [_LeftTex2] { constantColor (0,0,0,[_Blend]) combine texture lerp(constant) previous }
SetTexture [_LeftTex2] { combine previous +- primary, previous * primary }
}
Pass {
SetTexture [_RightTex] { combine texture }
SetTexture [_RightTex2] { constantColor (0,0,0,[_Blend]) combine texture lerp(constant) previous }
SetTexture [_RightTex2] { combine previous +- primary, previous * primary }
}
Pass {
SetTexture [_UpTex] { combine texture }
SetTexture [_UpTex2] { constantColor (0,0,0,[_Blend]) combine texture lerp(constant) previous }
SetTexture [_UpTex2] { combine previous +- primary, previous * primary }
}
Pass {
SetTexture [_DownTex] { combine texture }
SetTexture [_DownTex2] { constantColor (0,0,0,[_Blend]) combine texture lerp(constant) previous }
SetTexture [_DownTex2] { combine previous +- primary, previous * primary }
}
}
Fallback "RenderFX/Skybox", 1
}