Unity shader 如何声明数组

例如如下格式:

//Setup Float Array

_floatArray = new float[4*4];

_floatArray[0] = 0.25f;

_floatArray[4] = 0.50f;

_floatArray[8] = 0.75f;

_floatArray[12] = 1.00f;

This function can be used to set float vector, float array or float vector array values. For example, float4 myArray[4] in the compute shader can be filled by passing 16 floats.

 public void Start()
    {
    
    
        List<Vector4> param = new List<Vector4>();
        MeshFilter meshFilter = GetComponent<MeshFilter>();
        MeshRenderer meshRenderer = GetComponent<MeshRenderer>();
        
        //根据顶点index对应数据
        for (int i = 0; i < meshFilter.sharedMesh.vertexCount; i++)
        {
    
    
            param.Add(new Vector4(i, i, i, i));
        }

        meshRenderer.sharedMaterial.SetVectorArray("param", param.ToArray());
    }

Shader "Unlit/Test"
{
    
    
    Properties
    {
    
    
        _MainTex ("Texture", 2D) = "white" {
    
    }
    }
    SubShader
    {
    
    
        Tags {
    
     "RenderType"="Opaque" }
        LOD 100

        Pass
        {
    
    
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            // make fog work
            #pragma multi_compile_fog

            #include "UnityCG.cginc"

            struct appdata
            {
    
    
                float4 vertex : POSITION;
                float2 uv : TEXCOORD0;
            };

            struct v2f
            {
    
    
                float2 uv : TEXCOORD0;
                UNITY_FOG_COORDS(1)
                float4 vertex : SV_POSITION;
            };

            sampler2D _MainTex;
            float4 _MainTex_ST;
            float4 param[100];

            v2f vert (appdata v, uint vid : SV_VertexID)// 顶点 ID,必须为 uint)
            {
    
    
                v2f o;
                o.vertex = UnityObjectToClipPos(v.vertex);
                o.uv = TRANSFORM_TEX(v.uv, _MainTex);
                UNITY_TRANSFER_FOG(o,o.vertex);

                //取出传递过来的数据
                vector data = param[vid];

                return o;
            }

            fixed4 frag (v2f i) : SV_Target
            {
    
    
                // sample the texture
                fixed4 col = tex2D(_MainTex, i.uv);
                // apply fog
                UNITY_APPLY_FOG(i.fogCoord, col);
                return col;
            }
            ENDCG
        }
    }
}


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转载自blog.csdn.net/qq_45506643/article/details/127224169