《Unity着色器圣经》3.0.5 | 颜色与向量类型

目录索引

译文

有了这两种属性,我们就可以在着色器中定义颜色与向量了。

现在假设我们想编写一个用于在运行时更改颜色的着色器,那么,为了能够修改颜色的 RGBA 值,我们就需要为着色器添加颜色属性。

声明颜色与向量类型的语法如下所示:

// name ("display name", Color) = (R, G, B, A) 
// name ("display name", Vector) = (0, 0, 0, 1) 
Shader "InspectorPath/shaderName" 
{ 
    Properties 
    { 
        _Color ("Tint", Color) = (1, 1, 1, 1) 
        _VPos ("Vertex Position", Vector) = (0, 0, 0, 1) 
    } 
}

在上面的例子中,我们声明了两个属性,分别是名为“_Color”的颜色类型与名为“_VPos”的向量类型。


原文对照

With this property, we can define colors and vectors in our shader.

We are going to suppose that we want to create a shader that can change color in execution time, for this we would have to add a color property where we can modify the RGBA values of the shader.

To declare colors and vectors in our shader, use the following syntax:

// name ("display name", Color) = (R, G, B, A) 
// name ("display name", Vector) = (0, 0, 0, 1) 
Shader "InspectorPath/shaderName" 
{ 
    Properties 
    { 
        _Color ("Tint", Color) = (1, 1, 1, 1) 
        _VPos ("Vertex Position", Vector) = (0, 0, 0, 1) 
    } 
}

In this previous example, we declared two properties, a “color” called _Color and a “vector” called _VPos.

© 版权声明
THE END
喜欢就支持一下吧
点赞0 分享
评论 抢沙发

请登录后发表评论

    暂无评论内容