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  • [UnityShader基础]06.#pragma multi_compile

    参考链接:

    https://blog.csdn.net/qq826364410/article/details/81774741

    https://docs.unity3d.com/Manual/SL-MultipleProgramVariants.html

    1.#pragma multi_compile MY_multi_1 MY_multi_2

    定义了两个shader关键字,一个是MY_multi_1,另一个是MY_multi_2

    MultiCompile.shader

     1 Shader "Custom/MultiCompile"
     2 {
     3     SubShader
     4     {
     5         Pass
     6         {
     7             CGPROGRAM
     8             #pragma vertex vert
     9             #pragma fragment frag
    10             #pragma multi_compile MY_multi_1 MY_multi_2
    11             
    12             #include "UnityCG.cginc"
    13 
    14             struct appdata
    15             {
    16                 float4 vertex : POSITION;
    17             };
    18 
    19             struct v2f
    20             {
    21                 float4 vertex : SV_POSITION;
    22             };
    23 
    24             v2f vert (appdata v)
    25             {
    26                 v2f o;
    27                 o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
    28                 return o;
    29             }
    30             
    31             fixed4 frag (v2f i) : SV_Target
    32             {
    33                 fixed4 col = fixed4(1, 0, 0, 0);
    34                 #ifdef MY_multi_1
    35                 col = fixed4(0, 1, 0, 0);
    36                 #endif
    37                 #ifdef MY_multi_2
    38                 col = fixed4(0, 0, 1, 0);
    39                 #endif
    40                 return col;
    41             }
    42             ENDCG
    43         }
    44     }
    45 }

    测试如下,来回按下QW,即可以看到两种颜色的切换

     1 using UnityEngine;
     2 
     3 public class MultiCompile : MonoBehaviour {
     4 
     5     void Update ()
     6     {
     7         if (Input.GetKeyDown(KeyCode.Q))
     8         {
     9             Shader.EnableKeyword("MY_multi_1");
    10             Shader.DisableKeyword("MY_multi_2");
    11         }
    12         else if(Input.GetKeyDown(KeyCode.W))
    13         {
    14             Shader.EnableKeyword("MY_multi_2");
    15             Shader.DisableKeyword("MY_multi_1");
    16         }
    17     }
    18 }

    2.#pragma multi_compile __ MY_multi_3

    定义了一个shader关键字,MY_multi_3

    MultiCompile2.shader

     1 Shader "Custom/MultiCompile2"
     2 {
     3     SubShader
     4     {
     5         Pass
     6         {
     7             CGPROGRAM
     8             #pragma vertex vert
     9             #pragma fragment frag
    10             #pragma multi_compile __ MY_multi_3
    11             
    12             #include "UnityCG.cginc"
    13 
    14             struct appdata
    15             {
    16                 float4 vertex : POSITION;
    17             };
    18 
    19             struct v2f
    20             {
    21                 float4 vertex : SV_POSITION;
    22             };
    23 
    24             v2f vert (appdata v)
    25             {
    26                 v2f o;
    27                 o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
    28                 return o;
    29             }
    30             
    31             fixed4 frag (v2f i) : SV_Target
    32             {
    33                 fixed4 col = fixed4(1, 0, 0, 0);
    34                 #ifdef MY_multi_3
    35                 col = fixed4(1, 1, 1, 0);
    36                 #endif
    37                 return col;
    38             }
    39             ENDCG
    40         }
    41     }
    42 }

    测试如下,来回按下ER,即可以看到两种颜色的切换

     1 using UnityEngine;
     2 
     3 public class MultiCompile2 : MonoBehaviour {
     4 
     5     void Update ()
     6     {
     7         if (Input.GetKeyDown(KeyCode.E))
     8         {
     9             Shader.EnableKeyword("MY_multi_3");
    10         }
    11         else if (Input.GetKeyDown(KeyCode.R))
    12         {
    13             Shader.DisableKeyword("MY_multi_3");
    14         }
    15     }
    16 }
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  • 原文地址:https://www.cnblogs.com/lyh916/p/10701939.html
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