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高铎 2025-09-16 17:32:38 +08:00
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@ -32,12 +32,9 @@ public class RongMaoSkinMesh : MonoBehaviour
[Range(0,1)]public float ShadowStrength = 0.3f;
[Range(0.01f, 1)] public float R = 0.5f;
[Range(0, 3)] public float _LengthMut = 1;
public float Density = 1;
[Header("是否使用GPU实例化")]
public bool isInStance = false;
public bool ZWrite = true;
public int RenderSort = 0;
private bool skinHasValue = false;
private Renderer target;
@ -59,13 +56,9 @@ public class RongMaoSkinMesh : MonoBehaviour
void LateUpdate()
{
//目标为空就不渲染
if (TargetChange() == false)
{
Debug.Log("返回");
return;
}
isInStance = false;
if (isInStance) UpDateInstance();
if(TargetChange()==false) return;
if(isInStance) UpDateInstance();
else UpDateMesh();
}
@ -114,9 +107,7 @@ public class RongMaoSkinMesh : MonoBehaviour
layerMat.SetColor("_ShadowColor",ShadowColor);
layerMat.SetFloat("_R",R);
layerMat.SetFloat("_LayerCount",LayerCount);
layerMat.SetInt("_ZWrite",ZWrite? 1:0);
layerMat.SetFloat("_Density",Density);
layerMat.renderQueue = 3000+RenderSort;
layerMat.renderQueue = 3000;
mpb = new MaterialPropertyBlock();
@ -130,11 +121,11 @@ public class RongMaoSkinMesh : MonoBehaviour
// 随机生成实例的位置和旋转
for (int i = 0; i < LayerCount; i++)
{
//Vector3 position = target.transform.position;
//Quaternion rotation = target.transform.rotation;
//Vector3 scale = Vector3.one;
Vector3 position = target.transform.position;
Quaternion rotation = target.transform.rotation;
Vector3 scale = Vector3.one;
instanceMatrices[i] = target.transform.localToWorldMatrix;// //Matrix4x4.TRS(position, rotation, scale);
instanceMatrices[i] = Matrix4x4.TRS(position, rotation, scale);
}
}
@ -147,10 +138,7 @@ public class RongMaoSkinMesh : MonoBehaviour
{
skinnedMeshRenderer.BakeMesh(mesh);
}
for (int i = 0; i < LayerCount; i++)
{
instanceMatrices[i] = target.transform.localToWorldMatrix;
}
layerMat.EnableKeyword("INSTANCE");
Graphics.DrawMeshInstanced(mesh,0,layerMat,instanceMatrices,LayerCount);
}

View File

@ -15,7 +15,6 @@ Shader "Unlit/MaoFaF"
_ShadowColor("ShadowColor",color)=(1,1,1,1)//由根部到顶部阴影的颜色
_R("R",Range(0,1))=0.5
_Density("Density",Float)=1
//_LengthMut("LengthMut",Range(0,5))=1
//[Enum(Off,0,On,1)]_ZWriteMode("ZWrite Mode", Int) = 1
//_FurOffset("FurOffset",vector)=(0,1,0,0)//毛发偏移方向
@ -30,7 +29,7 @@ Shader "Unlit/MaoFaF"
{
Blend SrcAlpha OneMinusSrcAlpha
Cull Back
ZWrite [_ZWrite]//On //[_ZWriteMode]
ZWrite On //[_ZWriteMode]
HLSLPROGRAM
#pragma multi_compile_instancing
@ -78,8 +77,6 @@ Shader "Unlit/MaoFaF"
float _R;
float _LengthMut;
float _LayerCount;
int _ZWrite;
float _Density;
CBUFFER_END
//UNITY_INSTANCING_BUFFER_START(Props)
// UNITY_DEFINE_INSTANCED_PROP(float4,_Color)
@ -115,7 +112,7 @@ Shader "Unlit/MaoFaF"
//float d=sign(v.normal.z)
float3 dir=normalize(v.normal+float3(0,-0.8,-abs(v.normal.y)*0.4));
v.vertex.xyz=v.vertex.xyz+dir*(_LayerOffset*_LayerOffset*0.8)*_FurLength*1+0.0001;
v.vertex.xyz=v.vertex.xyz+dir*(_LayerOffset*_LayerOffset*0.8)*_FurLength*1;
//v.vertex.xyz+=mul(unity_WorldToObject,_FurOffset);//不需要位移
o.vertex = TransformObjectToHClip(v.vertex);
o.wpos=mul(UNITY_MATRIX_M,v.vertex);
@ -143,8 +140,8 @@ Shader "Unlit/MaoFaF"
mask=Remap(mask,0,1,0.8,1);
//修改毛发的密度与重复度
float3 noise2 = SAMPLE_TEXTURE2D(_Noise2, sampler_Noise2,i.uv*10*_Density+i.uv*(1-mask)*5*_Density);
float3 noise = SAMPLE_TEXTURE2D(_Noise,sampler_Noise, i.uv*10*_Density+noise2*50*_Density+i.uv*(1-mask)*50*_Density);
float3 noise2 = SAMPLE_TEXTURE2D(_Noise2, sampler_Noise2,i.uv*10+i.uv*(1-mask)*5);
float3 noise = SAMPLE_TEXTURE2D(_Noise,sampler_Noise, i.uv*10+noise2*50+i.uv*(1-mask)*50);
noise=lerp(noise2,noise,0.6);
@ -162,7 +159,7 @@ Shader "Unlit/MaoFaF"
float RdV=(dot(r,V));
//绒毛材质
//float _R=0.6;
float _R=0.6;
float3 f0=0.15;
float3 f=F_Schlick(f0,VdH);
float3 c1=D_Charlie(RdV,_R)*V_Charlie(NdL,NdV,_R)*PI*f*_MainLightColor*NdL;

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