请帮我设计一个shader可以体现出一堆物体随着量的增加物体模型变大的效果
时间: 2024-06-12 22:07:06 浏览: 12
以下是一个可能的shader实现:
```
Shader "Custom/ScalingObjectsByQuantity"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_Color ("Color", Color) = (1,1,1,1)
_ScaleFactor ("Scale Factor", Range(0.1, 10)) = 1
}
SubShader
{
Tags { "RenderType"="Opaque" }
CGPROGRAM
#pragma surface surf Lambert
struct Input {
float2 uv_MainTex;
float3 worldPos;
float quantity;
};
sampler2D _MainTex;
float4 _Color;
float _ScaleFactor;
void surf (Input IN, inout SurfaceOutput o)
{
float3 worldPos = IN.worldPos;
float3 scaledPos = worldPos * (1 + IN.quantity * _ScaleFactor);
o.Albedo = tex2D (_MainTex, IN.uv_MainTex).rgb * _Color.rgb;
o.Alpha = tex2D (_MainTex, IN.uv_MainTex).a * _Color.a;
o.Normal = float3(0,0,1);
o.Emission = 0;
o.Metallic = 0;
o.Smoothness = 0.5;
o.Occlusion = 1;
o.Emission = 0;
o.AlphaClip = 0;
o.AlphaClipThreshold = 0.5;
o.Fresnel = 0;
// Scale the model based on quantity
worldPos = scaledPos;
}
ENDCG
}
FallBack "Diffuse"
}
```
该shader接受一个名为“quantity”的输入,该输入表示物体的数量。在surf函数中,我们将物体的原始位置乘以一个缩放因子,该缩放因子取决于物体数量和用户定义的比例因子。这会使物体在数量增加时变大。最后,我们将缩放后的位置用于渲染。