我真的是新手,这是我第一次为Unity手机游戏编写着着色器。这是着色器,在编辑器上运行良好,但在我的Android设备上不工作:
Shader "Decal" {
Properties {
_Skin("Skin (RGB)", 2D) = "white" {}
_Dirt("Dirt (RGBA)", 2D) = "black" {}
_Outfit("Outfit (RGBA)", 2D) = "black" {}
_Painting("Painting (RGBA)", 2D) = "black" {}
_Cheek("Cheek (RGBA)", 2D) = "black" {}
_LipStick("LipStick (RGBA)", 2D) = "black" {}
_Eye("Eye (RGBA)", 2D) = "black" {}
_EyeLid("EyeLid (RGBA)", 2D) = "black" {}
_ShadowHat("ShadowHat (RGBA)", 2D) = "black" {}
}
SubShader {
Tags { "RenderType"="Opaque" }
LOD 150
CGPROGRAM
#pragma surface surf Lambert noforwardadd
sampler2D _Skin;
sampler2D _Dirt;
sampler2D _Outfit;
sampler2D _Painting;
sampler2D _Cheek;
sampler2D _LipStick;
sampler2D _Eye;
sampler2D _EyeLid;
sampler2D _ShadowHat;
struct Input {
float2 uv_Skin;
};
void surf (Input IN, inout SurfaceOutput o) {
fixed4 c = tex2D(_Skin, IN.uv_Skin);
fixed4 dirt = tex2D(_Dirt, IN.uv_Skin);
fixed4 outfit = tex2D(_Outfit, IN.uv_Skin);
fixed4 painting = tex2D(_Painting, IN.uv_Skin);
fixed4 cheek = tex2D(_Cheek, IN.uv_Skin);
fixed4 lipstick = tex2D(_LipStick, IN.uv_Skin);
fixed4 eye = tex2D(_Eye, IN.uv_Skin);
fixed4 eyelid = tex2D(_EyeLid, IN.uv_Skin);
fixed4 shadowHat = tex2D(_ShadowHat, IN.uv_Skin);
c.rgb = lerp (c.rgb, dirt.rgb, dirt.a);
c.rgb = lerp (c.rgb, outfit.rgb, outfit.a);
c.rgb = lerp (c.rgb, painting.rgb, painting.a);
c.rgb = lerp (c.rgb, cheek.rgb, cheek.a);
c.rgb = lerp (c.rgb, lipstick.rgb, lipstick.a);
c.rgb = lerp (c.rgb, eye.rgb, eye.a);
c.rgb = lerp (c.rgb, eyelid.rgb, eyelid.a);
c.rgb = lerp (c.rgb, shadowHat.rgb, shadowHat.a);
o.Albedo = c.rgb;
o.Alpha = c.a;
}
ENDCG
}
Fallback "Mobile/VertexLit"
}
所以非常欢迎任何帮助::),而且要澄清的一件事,我不确定此着色器的性能是否足以移动?
非常感谢您!
根据此统一手册,OpenGL ES 2.0仅支持一个阴暗器中的8个纹理。另外,如果您转到编辑>图形仿真菜单,然后选择 OpenGL ES 2.0 ,您可以看到它的着色器警告。
我不确定此着色器的性能是否足以用于移动?
您在一个着色器中使用了太多 Sampler2d的。另外,您应该避免使用着色器代码中的昂贵数学功能。您的着色器对于手机很昂贵。
您可以在此处和此处阅读有关移动优化的更多信息。
,所以现在我觉得我以错误的方式这样做。此着色器是针对角色定制的,我的着色器技能接近0,因此我将放弃此解决方案。
最后,我认为最好在运行时合并所需的纹理并将结果应用于移动着色器。