nameID | 属性名称 ID,使用 Shader.PropertyToID 获取。 |
name | 属性名称,例如“_CubemapRotation”。 |
value | 要设置的矩阵值。 |
为着色器设置指定的矩阵。
这主要用于需要额外矩阵参数的自定义
着色器。矩阵参数不会在材质 Inspector 中公开,
但是可以在脚本中使用 SetMatrix
和 GetMatrix
进行设置和查询。
另请参阅:GetMatrix、Materials、ShaderLab documentation、Shader.PropertyToID、Properties in Shader Programs。
using UnityEngine;
public class ExampleClass : MonoBehaviour { // Attach to an object that has a Renderer component, // and use material with the shader below. public float rotateSpeed = 30f; public void Update() { // Construct a rotation matrix and set it for the shader Quaternion rot = Quaternion.Euler(0, 0, Time.time * rotateSpeed); Matrix4x4 m = Matrix4x4.TRS(Vector3.zero, rot, Vector3.one); GetComponent<Renderer>().material.SetMatrix("_TextureRotation", m); } }
// Use this shader on an object together with the above example script. // The shader transforms texture coordinates with a matrix set from a script. Shader "RotatingTexture" { Properties { _MainTex ("Base (RGB)", 2D) = "white" {} } SubShader { Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag
struct v2f { float2 uv : TEXCOORD0; float4 pos : SV_POSITION; };
float4x4 _TextureRotation;
v2f vert (float4 pos : POSITION, float2 uv : TEXCOORD0) { v2f o; o.pos = UnityObjectToClipPos(pos); o.uv = mul(_TextureRotation, float4(uv,0,1)).xy; return o; }
sampler2D _MainTex; fixed4 frag (v2f i) : SV_Target { return tex2D(_MainTex, i.uv); } ENDCG } } }
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