以下是使用粒子系统 GPU 实例化的表面着色器的完整运行示例:
Shader "Instanced/ParticleMeshesSurface" {
Properties {
_Color ("Color", Color) = (1,1,1,1)
_MainTex ("Albedo (RGB)", 2D) = "white" {}
_Glossiness ("Smoothness", Range(0,1)) = 0.5
_Metallic ("Metallic", Range(0,1)) = 0.0
}
SubShader {
Tags { "RenderType"="Opaque" }
LOD 200
CGPROGRAM
// Physically based Standard lighting model, and enable shadows on all light types
// And generate the shadow pass with instancing support
#pragma surface surf Standard nolightmap nometa noforwardadd keepalpha fullforwardshadows addshadow vertex:vert
// Enable instancing for this shader
#pragma multi_compile_instancing
#pragma instancing_options procedural:vertInstancingSetup
#pragma exclude_renderers gles
#include "UnityStandardParticleInstancing.cginc"
sampler2D _MainTex;
struct Input {
float2 uv_MainTex;
fixed4 vertexColor;
};
fixed4 _Color;
half _Glossiness;
half _Metallic;
void vert (inout appdata_full v, out Input o)
{
UNITY_INITIALIZE_OUTPUT(Input, o);
vertInstancingColor(o.vertexColor);
vertInstancingUVs(v.texcoord, o.uv_MainTex);
}
void surf (Input IN, inout SurfaceOutputStandard o) {
// Albedo comes from a texture tinted by color
fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * IN.vertexColor * _Color;
o.Albedo = c.rgb;
// Metallic and smoothness come from slider variables
o.Metallic = _Metallic;
o.Smoothness = _Glossiness;
o.Alpha = c.a;
}
ENDCG
}
FallBack "Diffuse"
}
上面的示例与常规表面着色器之间存在许多微小差异,正是这些不同之处使得表面着色器可以使用粒子实例化。
首先,必须添加以下两行以启用程序实例化 (Procedural Instancing),并指定内置顶点设置函数。此函数位于 UnityStandardParticleInstancing.cginc 中,用于加载每个实例(每个粒子)的位置数据:
#pragma instancing_options procedural:vertInstancingSetup
#include "UnityStandardParticleInstancing.cginc"
此示例中的其他修改是对顶点函数的修改,此函数增加了两行来应用每个实例的属性,具体而言就是粒子颜色和纹理帧动画纹理坐标:
vertInstancingColor(o.vertexColor);
vertInstancingUVs(v.texcoord, o.uv_MainTex);