unity shadergraph 动态修改step节点属性
时间: 2024-11-25 10:11:35 浏览: 46
Unity ShaderGraph是一个可视化着色器编辑工具,它允许你在图形管线中创建自定义光照效果。Step函数(也称为“阈值”或“小于”节点)用于判断某个输入是否低于或高于特定值,返回0或1。
动态修改Step节点的属性通常涉及到shader内的脚本控制(Shader Graph本身并不直接支持实时修改节点属性)。要在运行时改变Step节点的阈值,你可以通过编写Custom Property或使用Unity的Conditional Rendering功能。例如:
1. **使用Custom Property**:
- 创建一个Float Custom Property,比如`ThresholdValue`,并将其作为Step节点的输入。
- 在Update()或OnEnable()等合适的地方,更新这个Custom Property的值。
```csharp
void Update() {
StepNode.threshold = ThresholdValue;
}
```
2. **使用Conditional Rendering**:
- 利用C#条件渲染,当阈值变化时,更改材质的渲染条件,从而间接影响Step节点的效果。
```csharp
if (newThreshold > oldThreshold) {
GetComponent<Renderer>().enabled = false; // 禁用渲染
} else if (newThreshold < oldThreshold) {
GetComponent<Renderer>().enabled = true; // 启用渲染
StepNode.threshold = newThreshold;
}
```
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