ShaderToy对照UnityShader方法目录 [入门替换版]
作者:互联网
ShaderToy对照UnityShader
对照调整部分:
语法相同不再列举,
只列举需要改变语法的部分...
ShaderToy | UnityShaderLab |
---|---|
fragCoord | position[SV_POSITION] |
iResolution | _ScreenParams |
vec3 | float3 |
vec2 | float2 |
mod | fmod |
mix | lerp |
texture | tex2D |
iTime | _Time |
…未完待续…
一个完整例子:
ShaderToy(默认新建):
void mainImage( out vec4 fragColor, in vec2 fragCoord )
{
// Normalized pixel coordinates (from 0 to 1)
vec2 uv = fragCoord/iResolution.xy;
// Time varying pixel color
vec3 col = 0.5 + 0.5*cos(iTime+uv.xyx+vec3(0,2,4));
// Output to screen
fragColor = vec4(col,1.0);
}
UnityShader(对照调整后):
Shader "Custom/Colorful"
{
// 属性块 speed调整颜色变换速度
Properties{
_Speed("Float",Float) = 30
}
SubShader
{
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
// 只有在CGPROGRAM内再次定义一个与属性块内名字与类型相同的变量,属性块对应的变量才能生效
Float _Speed;
struct v2f{
float4 position : SV_POSITION;
};
v2f vert(float4 v:POSITION) : SV_POSITION {
v2f o;
o.position = UnityObjectToClipPos(v);
return o;
}
fixed4 frag(v2f i) : SV_Target {
// Normalized pixel coordinates (from 0 to 1)
float2 uv = i.position.xy/ _ScreenParams.xy;
// Time varying pixel color
float3 col = 0.5 +0.5*cos(uv.xyx+float3(_Time.x*_Speed+0,_Time.x*30+2,_Time.x*_Speed+4));
// Output to screen
fixed4 fragColor = fixed4(col,1.0);
return fragColor;
}
ENDCG
}
}
}
效果展示:
其他例子:
https://github.com/zld126126/MyUnity/tree/main/MyShaderToy/Assets/MyShaderToyExamples
标签:ShaderToy,入门,fragColor,col,UnityShader,v2f,Time,POSITION,pixel 来源: https://blog.csdn.net/aaaadong/article/details/119253902