Unity中Shader特性PerRendererData


前言

Unity中Shader特性PerRendererData


一、优化前是对使用了相同材质球的不同物体间shader分别设置,比较消耗性能

这里在shader中使用一个Color属性进行测试

Shader"MyShader/P1_1_3"
{
    Properties
    {
        //命名要按标准来,这个属性才可以和Unity组件中的属性产生关联
        //比如说,在更改 Image 的源图片时,同时更改这个
        [PerRendererData]_MainTex("MainTex",2D) = "white"{}
        
        [PerRendererData]_Color("Color",color) = (1,1,1,1)
    }
    SubShader
    {
        //更改渲染队列(UI的渲染队列一般是半透明层的)
        Tags {"Queue" = "TransParent"}
        //混合模式
        Blend SrcAlpha OneMinusSrcAlpha
        Pass
        {
            CGPROGRAM
            #pragma vertex  vert
            #pragma fragment frag
            #include "UnityCG.cginc"
            //存储 应用程序输入到顶点着色器的信息
            struct appdata
            {
                //顶点信息
                float4 vertex:POSITION;

                float2 uv : TEXCOORD;
            };
            //存储 顶点着色器输入到片元着色器的信息
            struct v2f
            {
                //裁剪空间下的位置信息
                float4 pos:SV_POSITION;
                float2 uv : TEXCOORD;
            };
            
            sampler2D _MainTex;
            fixed4 _Color;
            v2f vert(appdata v)
            {
                v2f o;
                //把顶点信息转化到裁剪坐标下
                o.pos = UnityObjectToClipPos(v.vertex);
                o.uv = v.uv;
                return o;
            }
            fixed4 frag(v2f i) : SV_Target
            {
                fixed4 mainTex = tex2D(_MainTex,i.uv);
                return  mainTex * _Color;
            }
            
            ENDCG
        }
    }
}

测试脚本

public class ShaderMaterialPropertyBlockTest : MonoBehaviour
    {
        [Header("生成的对象")] public GameObject gameObj;
        [Header("生成数量")] public int count = 100;
        [Header("生成范围")] public float range = 10;

        private GameObject [] gameObjects;
        private MaterialPropertyBlock prop;
        
        void Start()
        {
            gameObjects = new GameObject[count];
            prop = new MaterialPropertyBlock();

            for (int i = 0;i < count;i++) 
            {
                //随机位置并生成对象
                Vector2 pos = Random.insideUnitCircle * range;
                GameObject go = Instantiate(gameObj, new Vector3(pos.x, 0, pos.y),Quaternion.identity);
                gameObjects[i] = go;
            }
        }

        
        void Update()
        {
            //优化前,直接修改Shader中暴露的属性
            for (int i = 0;i < gameObjects.Length;i++)
            {
                float r = Random.Range(0f,1f);
                float g = Random.Range(0f,1f);
                float b = Random.Range(0f,1f);
                Color newColor = new Color(r, g, b, 1);
                gameObjects[i].GetComponentInChildren<MeshRenderer>().material.SetColor("_Color",newColor);
            }
            
            
        }
    }

效果(window->Analysis->Profilte):
在这里插入图片描述

二、使用[PerRendererData]标签,可以在脚本中使用SetPropertyBlock()对使用同一材质球的不同物体进行修改其Shader属性

测试脚本

public class ShaderMaterialPropertyBlockTest : MonoBehaviour
    {
        [Header("生成的对象")] public GameObject gameObj;
        [Header("生成数量")] public int count = 100;
        [Header("生成范围")] public float range = 10;

        private GameObject [] gameObjects;
        private MaterialPropertyBlock prop;
        
        void Start()
        {
            gameObjects = new GameObject[count];
            prop = new MaterialPropertyBlock();

            for (int i = 0;i < count;i++) 
            {
                //随机位置并生成对象
                Vector2 pos = Random.insideUnitCircle * range;
                GameObject go = Instantiate(gameObj, new Vector3(pos.x, 0, pos.y),Quaternion.identity);
                gameObjects[i] = go;
            }
        }

        
        void Update()
        {
            //优化前,直接修改Shader中暴露的属性
            /*for (int i = 0;i < gameObjects.Length;i++)
            {
                float r = Random.Range(0f,1f);
                float g = Random.Range(0f,1f);
                float b = Random.Range(0f,1f);
                Color newColor = new Color(r, g, b, 1);
                gameObjects[i].GetComponentInChildren<MeshRenderer>().material.SetColor("_Color",newColor);
            }*/
            
            //优化后,使用MaterialPropertyBlock方案
            //该方案需要在Shader暴露属性中加上  [PerRendererData] 标签
            //这个是配合 SetPropertyBlock(prop);来使用的
            //这个可以用来更改同样材质球,都是不同物体的Shader属性
            for (int i = 0;i < gameObjects.Length;i++)
            {
                float r = Random.Range(0f,1f);
                float g = Random.Range(0f,1f);
                float b = Random.Range(0f,1f);
                Color newColor = new Color(r, g, b, 1);

                var mr = gameObjects[i].GetComponentInChildren<MeshRenderer>();
                mr.GetPropertyBlock(prop);
                prop.SetColor("_Color",newColor);
                mr.SetPropertyBlock(prop);
            }
        }
    }

优化后效果:
在这里插入图片描述

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转载自blog.csdn.net/qq_51603875/article/details/132908103