我正在尝试在 Unity 中修改着色器,但"Shader error in 'Custom/SubspaceLook': unrecognized identifier 'Input' at



我想立即说明我不与着色器一起工作,而我正在与我一起玩的基本景色 - 来自Unity论坛中线程的力量野外着色器,是一个较旧的版本。但是,原始的"几乎"可以做我想要的。

我想对其进行修改以添加滚动效果以模拟速度,但是奇怪的是,我得到了"未识别的标识符"输入"。输入是正常的变量。.据说在Unity的着色器中。到目前为止,这是我的代码:

Shader "Custom/SubspaceLook" {
Properties {
   _Color ("Main Color", Color) = (1,1,1,0.5)
   _MainTex ("Texture", 2D) = "white" {}
   _UVScale ("UV Scale", Range (0.05, 4)) = 1
   _UVDistortion ("UV Distortion", Range (0.01, 1)) = 0.5
   _Rate ("Oscillation Rate", Range (5, 200)) = 10
   _Rate2 ("Oscillation Rate Difference", Range (1, 3)) = 1.43
   _ZPhase ("Z Phase", Range (0, 3)) = 0.5
   _Scale ("Scale", Range (0.02, 2)) = 0.5
   _Distortion ("Distortion", Range (0, 20)) = 0.4
   _ScrollSpeedX("Scroll X", Range(0, 10)) = 2
   _ScrollSpeedY("Scroll Y", Range(0, 10)) = 3
}
SubShader {
   ZWrite Off
   Tags { "Queue" = "Transparent" }
   Blend One One

   Pass {
        CGPROGRAM
        #pragma vertex vert
        #pragma fragment frag
        #pragma fragmentoption ARB_fog_exp2
        #include "UnityCG.cginc"
        float4 _Color;
        sampler2D _MainTex;
        float _Rate;
        float _Rate2;
        float _Scale;
        float _Distortion;
        float _ZPhase;
        float _UVScale;
        float _UVDistortion;
        float _ScrollSpeedX;
        float _ScrollSpeedY;
        struct v2f {
            float4 pos : SV_POSITION;
            float3 uvsin : TEXCOORD0;
            float3 vertsin : TEXCOORD1;
            float2 uv : TEXCOORD2;
       };
       v2f vert (appdata_base v)
       {
           v2f o;
           o.pos = UnityObjectToClipPos (v.vertex);
           float s = 1 / _Scale;
           float t = (_Time[0]*_Rate*_Scale) / _Distortion;
           float2 uv = float2(v.vertex.y * 0.3 + (v.vertex.y - v.vertex.z * 
           0.0545), v.vertex.x + (v.vertex.z - v.vertex.x * 0.03165));
           o.vertsin = sin((v.vertex.xyz + t) * s);  
           o.uvsin = sin((float3(uv, t * _ZPhase) + (t* _Rate2)) * s) * 
           _Distortion;
           o.uv = uv;
           return o;
       }
    half4 frag (v2f i) : COLOR
    {
        float3 vert = i.vertsin;
        float3 uv = i.uvsin;
        float mix = 1 + sin((vert.x - uv.x) + (vert.y - uv.y) + (vert.z - 
        uv.z));
        float mix2 = 1 + sin((vert.x + uv.x) - (vert.y + uv.y) - (vert.z + 
    uv.z));
        return half4( tex2D( _MainTex, (i.uv + (float2(mix, mix2) * 
        _UVDistortion)) * _UVScale ) * 1.5 * _Color);  
    }
    void surf(Input IN, inout SurfaceOutput o)
    {
        fixed2 scrolledUV = IN.uv_MainTex;
        fixed xScrollValue = _ScrollSpeedX * _Time;
        fixed yScrollValue = _ScrollSpeedY * _Time;
        scrolledUV += fixed2(xScrollValue, yScrollValue);
        half2 c = tex2D(_MainTex, scrolledUV);
        o.Albedo = tex2D(_MainTex, IN.uv_MainTex).rbg;
        o.Albedo += c.rbg;
        half rim = 1.0 - saturate(dot(normalize(IN.viewDir), o.Normal));
        o.Emission = _Rimcolor.rgb * pow(rim, _RimPower);
    }
    ENDCG
    }
}
    Fallback "Diffuse"
}

我对原始着色器的主要更改是为其添加滚动值和"冲浪"。否则,我没有碰到第一个版本,该版本是由Forestjohnson在2008年撰写的。

您是混合匹配的表面着色器代码和常规着色器:

    #pragma vertex vert
    #pragma fragment frag

这些用于显式顶点和像素着色器,而Surf()是Unity Surface着色器系统。

编译器指向的错误是您的着色器缺少 input struct surf()函数所引用的,但这不是您需要查看的内容。

  struct Input {
      float2 uv_MainTex;
  };

https://docs.unity3d.com/manual/sl-surfaceshaders.html

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