{"id":879,"date":"2016-12-28T18:29:06","date_gmt":"2016-12-28T10:29:06","guid":{"rendered":"http:\/\/39.100.100.179\/?p=879"},"modified":"2016-12-28T19:09:56","modified_gmt":"2016-12-28T11:09:56","slug":"%e9%9d%9e%e5%b8%b8%e7%bb%9a%e4%b8%bd%e7%9a%84%e5%a3%b0%e7%ba%b3%e5%85%89%e6%b3%a2%e6%95%88%e6%9e%9c","status":"publish","type":"post","link":"http:\/\/www.u3d8.com\/?p=879","title":{"rendered":"\u975e\u5e38\u7eda\u4e3d\u7684\u58f0\u7eb3\u5149\u6ce2\u6548\u679c"},"content":{"rendered":"<p>\u8f6c\u81ea\uff1a<a href=\"http:\/\/www.manew.com\/thread-98405-1-1.html\" target=\"_blank\">http:\/\/www.manew.com\/thread-98405-1-1.html<\/a><\/p>\n<p>\u770b\u5230\u4e00\u7bc7\u6548\u679c\u5f88\u597d\u7684\u70ab\u5149shader\uff0c\u4e3a\u4e86\u907f\u514d\u4ee5\u540e\u627e\u4e0d\u5230\uff0c\u5c31\u5907\u4efd\u4e0b\u6765 \u4ee5\u540e\u53ef\u80fd\u7528\u7684\u5230\u3002<\/p>\n<p>\u4e0b\u9762\u662f\u4f5c\u8005\u7684\u5185\u5bb9\uff1a<\/p>\n<p>\u4e00\u3001\u524d\u8a00<\/p>\n<p>\u7ec8\u4e8e\u5468\u672b\u4e86\uff0c\u5fc3\u5fc3\u6302\u5ff5\u7684\u4f9d\u7136\u8fd8\u662f\u90a3\u6bb5\u4ee3\u7801\u3002\u6ca1\u529e\u6cd5\uff0c\u82e6\u903c\u7684\u547d\u3002\u8fd8\u662f\u5e9f\u8bdd\u5c11\u8bf4\uff0c\u5148\u4e0a\u6548\u679c\u56fe\u5982\u56fe\u6240\u793a\uff0c\u524d\u9762\u4e24\u4e2a\u7684\u6548\u679c\u56fe\u662f\u4e24\u79cd\u6a21\u5f0f\u4e0b\u7684<\/p>\n<p><a href=\"http:\/\/www.u3d8.com\/wp-content\/uploads\/2016\/12\/160511xq1hld4dttlbba9q.gif\" data-lightbox=\"image_lg\"><img title=\"\u975e\u5e38\u7eda\u4e3d\u7684\u58f0\u7eb3\u5149\u6ce2\u6548\u679c - \u7b2c1\u5f20  | u3d8\u6280\u672f\u5206\u4eab\" alt=\"\u975e\u5e38\u7eda\u4e3d\u7684\u58f0\u7eb3\u5149\u6ce2\u6548\u679c - \u7b2c1\u5f20  | u3d8\u6280\u672f\u5206\u4eab\"  loading=\"lazy\"  data-src=\"http:\/\/www.u3d8.com\/wp-content\/uploads\/2016\/12\/160511xq1hld4dttlbba9q.gif\" width=\"990\" height=\"524\" \/><\/a><\/p>\n<p><a href=\"http:\/\/www.u3d8.com\/wp-content\/uploads\/2016\/12\/160515jtzxn6zsy88sbo8x.gif\" data-lightbox=\"image_lg\"><img title=\"\u975e\u5e38\u7eda\u4e3d\u7684\u58f0\u7eb3\u5149\u6ce2\u6548\u679c - \u7b2c2\u5f20  | u3d8\u6280\u672f\u5206\u4eab\" alt=\"\u975e\u5e38\u7eda\u4e3d\u7684\u58f0\u7eb3\u5149\u6ce2\u6548\u679c - \u7b2c2\u5f20  | u3d8\u6280\u672f\u5206\u4eab\"  loading=\"lazy\"  data-src=\"http:\/\/www.u3d8.com\/wp-content\/uploads\/2016\/12\/160515jtzxn6zsy88sbo8x.gif\" width=\"909\" height=\"487\" \/><\/a><\/p>\n<p><a href=\"http:\/\/www.u3d8.com\/wp-content\/uploads\/2016\/12\/160554g55168p8uzgzioza.gif\" data-lightbox=\"image_lg\"><img title=\"\u975e\u5e38\u7eda\u4e3d\u7684\u58f0\u7eb3\u5149\u6ce2\u6548\u679c - \u7b2c3\u5f20  | u3d8\u6280\u672f\u5206\u4eab\" alt=\"\u975e\u5e38\u7eda\u4e3d\u7684\u58f0\u7eb3\u5149\u6ce2\u6548\u679c - \u7b2c3\u5f20  | u3d8\u6280\u672f\u5206\u4eab\"  loading=\"lazy\"  data-src=\"http:\/\/www.u3d8.com\/wp-content\/uploads\/2016\/12\/160554g55168p8uzgzioza.gif\" width=\"1254\" height=\"553\" \/><\/a><\/p>\n<p align=\"left\">\u4e0d\u540c\u6548\u679c\uff0c\u6700\u540e\u4e00\u7ae0\u56fe\u7247\u662f\u5728\u5176\u4e2d\u4e00\u79cd\u6a21\u5f0f\u4e0b\uff0c\u573a\u666f\u8fdb\u884c\u4e86\u7cbe\u5fc3\u5e03\u7f6e\u540e\u7684\u6548\u679c\u56fe\u3002<\/p>\n<p align=\"left\">\u770b\u6548\u679c\u56fe\u4f1a\u4e0d\u81ea\u89c9\u7684\u8ba4\u4e3a\u5b9e\u73b0\u8fd9\u4e2a\u6548\u679c\u662f\u4e0d\u662f\u8981\u5728\u573a\u666f\u4e2d\u7684\u7269\u4f53\u4e2d\u8fdb\u884c\u7ed8\u5236\uff0c\u5982\u679c\u771f\u662f\u8981\u8fd9\u6837\u505a\u7684\u8bdd\u90a3\u662f\u5728\u662f\u592a\u8017\u6027\u80fd\u4e86\uff08\u6bd5\u7adf\u90fd\u5de5\u4f5c\u4e86\uff0c\u672c\u4eba\u6bd5\u4e1a<\/p>\n<p align=\"left\">\u4e86\u5c31\u4e0d\u60f3\u5728\u641e\u90a3\u4e9b\u4e0d\u5b9e\u7528\u7684<img title=\"\u975e\u5e38\u7eda\u4e3d\u7684\u58f0\u7eb3\u5149\u6ce2\u6548\u679c - \u7b2c4\u5f20  | u3d8\u6280\u672f\u5206\u4eab\" alt=\"\u975e\u5e38\u7eda\u4e3d\u7684\u58f0\u7eb3\u5149\u6ce2\u6548\u679c - \u7b2c4\u5f20  | u3d8\u6280\u672f\u5206\u4eab\" src=\"http:\/\/www.manew.com\/static\/image\/smiley\/default\/20119005.gif\" alt=\"\" border=\"0\" \/>\uff09\u3002\u5176\u5b9e\uff0c\u8fd9\u4e2a\u662f\u901a\u8fc7\u63a7\u5236\u6444\u50cf\u673a\u7684\u6700\u540e\u6e32\u67d3\u6765\u5b9e\u73b0\u7684\u6548\u679c\u7684\uff0c\u540e\u9762\u6211\u4f1a\u7ed9\u51fa\u8fd9\u4e2a\u6848\u4f8b\u7684\u5de5\u7a0b\u6587\u4ef6\u4e0b\u8f7d\u5730\u5740\u3002\u8bfb\u8005<\/p>\n<p align=\"left\">\u5728\u8fd0\u884c\u6a21\u5f0f\u7684Scene\u89c6\u56fe\u91cc\u5c06\u770b\u5230\u573a\u666f\u7684\u7269\u4f53\uff08\u7acb\u65b9\u4f53\uff09\u5e76\u6ca1\u6709\u88ab\u989d\u5916\u6e32\u67d3\uff0c\u6709\u4e86\u8fd9\u4e2a\u601d\u8def\u5bf9\u4e8e\u540e\u9762\u7406\u89e3\u4ee3\u7801\u7684\u5b9e\u73b0\u539f\u7406\u4f1a\u5f88\u6709\u5e2e\u52a9\u3002<\/p>\n<p align=\"left\"><a href=\"http:\/\/www.u3d8.com\/wp-content\/uploads\/2016\/12\/161336rx9vu9hwoxtwuhv3.png.thumb_.png\" data-lightbox=\"image_lg\"><img title=\"\u975e\u5e38\u7eda\u4e3d\u7684\u58f0\u7eb3\u5149\u6ce2\u6548\u679c - \u7b2c5\u5f20  | u3d8\u6280\u672f\u5206\u4eab\" alt=\"\u975e\u5e38\u7eda\u4e3d\u7684\u58f0\u7eb3\u5149\u6ce2\u6548\u679c - \u7b2c5\u5f20  | u3d8\u6280\u672f\u5206\u4eab\"  loading=\"lazy\"  data-src=\"http:\/\/www.u3d8.com\/wp-content\/uploads\/2016\/12\/161336rx9vu9hwoxtwuhv3.png.thumb_.png\" width=\"400\" height=\"247\" \/><\/a><\/p>\n<p align=\"left\">\u4e8c\u3001\u539f\u7406<br \/>\n1\u3001Shader\u90e8\u5206\u2014\u5149\u7167\u8ba1\u7b97<br \/>\n\u8fd9\u91cc\u7528\u5230\u7684\u5149\u7167\u8ba1\u7b97\u90fd\u6bd4\u8f83\u7b80\u5355\uff0c\u5149\u7167\u6a21\u5f0f\u6211\u4f7f\u7528\u4e86\u6700\u7b80\u5355\u7684\u6f2b\u53cd\u5c04\u6a21\u5f0f\uff0c\u4ee3\u7801\u5982\u4e0b<\/p>\n<pre class=\"\">\/\/\u5149\u7167\u8ba1\u7b97\r\n \r\nfloat4x4 modelMatrix = _Object2World;\r\nfloat4x4 modelMatrixInverse = _World2Object;\r\n \r\nfloat3 normalDirection = normalize(\r\n        mul(float4(input.normal, 0.0), modelMatrixInverse).xyz);\r\nfloat3 lightDirection = normalize(_WorldSpaceLightPos0.xyz);\r\n \r\nfloat3 diffuseReflection = _LightColor0.rgb * max(0.0, dot(normalDirection, lightDirection));\r\n \r\noutput.col = float4(diffuseReflection, 1.0);\r\noutput.pos = mul(UNITY_MATRIX_MVP, input.vertex);<\/pre>\n<p>\u5982\u56fe\u6240\u793a\u4e3a\u6f2b\u53cd\u5c04\u7684\u793a\u610f\u56fe\uff0c\u5b83\u7684\u8ba1\u7b97\u516c\u5f0f\u4e3a<br \/>\n\u8be6\u7ec6\u7684\u4ecb\u7ecd\u548c\u4ee3\u7801\u53ef\u4ee5\u53c2\u8003\u8fd9\u91cc<\/p>\n<p><a href=\"http:\/\/www.u3d8.com\/wp-content\/uploads\/2016\/12\/164538ekmkttmujmd7gm90.png.thumb_.png\" data-lightbox=\"image_lg\"><img title=\"\u975e\u5e38\u7eda\u4e3d\u7684\u58f0\u7eb3\u5149\u6ce2\u6548\u679c - \u7b2c6\u5f20  | u3d8\u6280\u672f\u5206\u4eab\" alt=\"\u975e\u5e38\u7eda\u4e3d\u7684\u58f0\u7eb3\u5149\u6ce2\u6548\u679c - \u7b2c6\u5f20  | u3d8\u6280\u672f\u5206\u4eab\"  loading=\"lazy\"  data-src=\"http:\/\/www.u3d8.com\/wp-content\/uploads\/2016\/12\/164538ekmkttmujmd7gm90.png.thumb_.png\" width=\"399\" height=\"47\" \/><\/a><\/p>\n<p><a href=\"http:\/\/www.u3d8.com\/wp-content\/uploads\/2016\/12\/164445js237ud2du3r2hmn.png.thumb_.png\" data-lightbox=\"image_lg\"><img title=\"\u975e\u5e38\u7eda\u4e3d\u7684\u58f0\u7eb3\u5149\u6ce2\u6548\u679c - \u7b2c7\u5f20  | u3d8\u6280\u672f\u5206\u4eab\" alt=\"\u975e\u5e38\u7eda\u4e3d\u7684\u58f0\u7eb3\u5149\u6ce2\u6548\u679c - \u7b2c7\u5f20  | u3d8\u6280\u672f\u5206\u4eab\"  loading=\"lazy\"  data-src=\"http:\/\/www.u3d8.com\/wp-content\/uploads\/2016\/12\/164445js237ud2du3r2hmn.png.thumb_.png\" width=\"400\" height=\"243\" \/><\/a><\/p>\n<p>2\u3001Shader\u90e8\u5206\u2014\u58f0\u7eb3\u5149\u6ce2\u7684\u8ba1\u7b97<br \/>\nShader\u4ee3\u7801\u5982\u4e0b\uff1a<\/p>\n<pre>\/\/\u58f0\u7eb3\u5149\u6ce2\u8ba1\u7b97\r\n#ifdef SONAR_DIRECTIONAL\r\n                                float w = dot(output.pos.xyz, _SonarWaveVector);\r\n#else\r\n                                float w = length(output.pos.xyz - _SonarWaveVector);\r\n#endif\r\n                                \/\/ Moving wave.\r\n                                w -= _Time.y * _SonarWaveParams.w;\r\n \r\n                                \/\/ Get modulo (w % params.z \/ params.z)\r\n                                w \/= _SonarWaveParams.z;\r\n                                w = w - floor(w);\r\n \r\n                                \/\/ Make the gradient steeper.\r\n                                float p = _SonarWaveParams.y;\r\n                                w = (pow(w, p) + pow(1 - w, p * 4)) * 0.5;\r\n \r\n                                \/\/ Amplify.\r\n                                w *= _SonarWaveParams.x;\r\n \r\n                                fixed3 col = _SonarWaveColor * w + _SonarAddColor;<\/pre>\n<p>\u4ee3\u7801\u4e2d\u4f7f\u7528\u4e86\u9884\u7f16\u8bd1\u547d\u4ee4\uff0c\u662f\u8003\u8651\u4e86\u524d\u9762\u8bf4\u7684\u6548\u679c\u56fe\u4e2d\u7684\u4e24\u79cd\u6a21\u5f0f\u7684\u5207\u6362\u3002\u4e3a\u6b64\uff0c\u8fd8\u5fc5\u987b\u5728\u524d\u9762\u6dfb\u52a0\u9884\u7f16\u8bd1\u547d\u4ee4<\/p>\n<pre>#pragma multi_compile SONAR_DIRECTIONAL SONAR_SPHERICAL<\/pre>\n<p>\u8fd9\u4e2a\u547d\u4ee4\u7684\u5927\u6982\u610f\u601d\u5c31\u662f\u8bf4\u53ef\u4ee5\u5c06\u8fd9\u4e24\u4e2a\u6a21\u5f0f\u7684Shader\u4e00\u8d77\u7f16\u8bd1\uff0c\u7136\u540e\u5c31\u53ef\u4ee5\u5728C#\u4ee3\u7801\u91cc\u901a\u8fc7<\/p>\n<pre class=\"\">Shader.DisableKeyword(\"SONAR_SPHERICAL\");<\/pre>\n<p>\u6216\u8005<\/p>\n<pre>Shader.EnableKeyword(\"SONAR_SPHERICAL\");<\/pre>\n<p>\u6765\u8fdb\u884c\u5207\u6362<br \/>\n\u5b8c\u6574\u9876\u70b9\u7247\u6bb5Shader\u4ee3\u7801\u5982\u4e0b\uff1a<\/p>\n<pre>Shader \"CgInUnity\/SonarFxVF\"\r\n{\r\n        Properties\r\n        {\r\n                _SonarBaseColor(\"Base Color\",  Color) = (0.1, 0.1, 0.1, 0)\r\n                _SonarWaveColor(\"Wave Color\",  Color) = (1.0, 0.1, 0.1, 0)\r\n                _SonarWaveParams(\"Wave Params\", Vector) = (1, 20, 20, 10)\r\n                _SonarWaveVector(\"Wave Vector\", Vector) = (0, 0, 1, 0)\r\n                _SonarAddColor(\"Add Color\",   Color) = (0, 0, 0, 0)\r\n        }\r\n        SubShader\r\n        {\r\n                Tags{ \"LightMode\" = \"ForwardBase\" }\r\n                \/\/ make sure that all uniforms are correctly set\r\n \r\n                Pass\r\n                {\r\n                        CGPROGRAM\r\n                        #pragma vertex vert\r\n                        #pragma fragment frag\r\n                        #pragma multi_compile SONAR_DIRECTIONAL SONAR_SPHERICAL\r\n                         \r\n                        #include \"UnityCG.cginc\"\r\n \r\n                        struct vertexInput\r\n                        {\r\n                                float4 vertex : POSITION;\r\n                                float3 normal:NORMAL;\r\n                        };\r\n \r\n                        struct vertexOutput\r\n                        {\r\n                                float4 pos:SV_POSITION;\r\n                                float4 col:COLOR;\r\n                        };\r\n \r\n                        float3 _SonarBaseColor;\r\n                        float3 _SonarWaveColor;\r\n                        float4 _SonarWaveParams; \/\/ Amp, Exp, Interval, Speed\r\n                        float3 _SonarWaveVector;\r\n                        float3 _SonarAddColor;\r\n                        uniform float4 _LightColor0;\r\n                         \r\n                        vertexOutput vert (vertexInput input)\r\n                        {\r\n                                vertexOutput output;\r\n \r\n                                \/\/\u5149\u7167\u8ba1\u7b97\r\n \r\n                                float4x4 modelMatrix = _Object2World;\r\n                                float4x4 modelMatrixInverse = _World2Object;\r\n \r\n                                float3 normalDirection = normalize(\r\n                                        mul(float4(input.normal, 0.0), modelMatrixInverse).xyz);\r\n                                float3 lightDirection = normalize(_WorldSpaceLightPos0.xyz);\r\n \r\n                                float3 diffuseReflection = _LightColor0.rgb * max(0.0, dot(normalDirection, lightDirection));\r\n \r\n                                output.col = float4(diffuseReflection, 1.0);\r\n                                output.pos = mul(UNITY_MATRIX_MVP, input.vertex);\r\n \r\n                                \/\/\u58f0\u7eb3\u5149\u6ce2\u8ba1\u7b97\r\n#ifdef SONAR_DIRECTIONAL\r\n                                float w = dot(output.pos.xyz, _SonarWaveVector);\r\n#else\r\n                                float w = length(output.pos.xyz - _SonarWaveVector);\r\n#endif\r\n                                \/\/ Moving wave.\r\n                                w -= _Time.y * _SonarWaveParams.w;\r\n \r\n                                \/\/ Get modulo (w % params.z \/ params.z)\r\n                                w \/= _SonarWaveParams.z;\r\n                                w = w - floor(w);\r\n \r\n                                \/\/ Make the gradient steeper.\r\n                                float p = _SonarWaveParams.y;\r\n                                w = (pow(w, p) + pow(1 - w, p * 4)) * 0.5;\r\n \r\n                                \/\/ Amplify.\r\n                                w *= _SonarWaveParams.x;\r\n \r\n                                fixed3 col = _SonarWaveColor * w + _SonarAddColor;\r\n \r\n                                output.col += float4(col, 1);\r\n \r\n                                return output;\r\n                        }\r\n                         \r\n                        float4 frag (vertexOutput input) : COLOR\r\n                        {\r\n \r\n                                return  input.col;\r\n                        }\r\n                        ENDCG\r\n                }\r\n        }\r\n}<\/pre>\n<p>\u559c\u6b22\u7528\u7b80\u6d01\u7684Surface Shader\u4ee3\u7801\u7684\u7ae5\u978b\u53ef\u4ee5\u7528\u5982\u4e0b\u4ee3\u7801\u66ff\u6362\uff1a<\/p>\n<pre class=\"\">Shader \"CgInUnity\/SonarFxSurf\"\r\n{\r\n    Properties\r\n    {\r\n        _SonarBaseColor  (\"Base Color\",  Color)  = (0.1, 0.1, 0.1, 0)\r\n        _SonarWaveColor  (\"Wave Color\",  Color)  = (1.0, 0.1, 0.1, 0)\r\n        _SonarWaveParams (\"Wave Params\", Vector) = (1, 20, 20, 10)\r\n        _SonarWaveVector (\"Wave Vector\", Vector) = (0, 0, 1, 0)\r\n        _SonarAddColor   (\"Add Color\",   Color)  = (0, 0, 0, 0)\r\n    }\r\n    SubShader\r\n    {\r\n        Tags { \"RenderType\" = \"Opaque\" }\r\n \r\n        CGPROGRAM\r\n \r\n        #pragma surface surf Lambert\r\n        #pragma multi_compile SONAR_DIRECTIONAL SONAR_SPHERICAL\r\n \r\n        struct Input\r\n        {\r\n            float3 worldPos;\r\n        };\r\n \r\n        float3 _SonarBaseColor;\r\n        float3 _SonarWaveColor;\r\n        float4 _SonarWaveParams; \/\/ Amp, Exp, Interval, Speed\r\n        float3 _SonarWaveVector;\r\n        float3 _SonarAddColor;\r\n \r\n        void surf(Input IN, inout SurfaceOutput o)\r\n        {\r\n#ifdef SONAR_DIRECTIONAL\r\n            float w = dot(IN.worldPos, _SonarWaveVector);\r\n#else\r\n            float w = length(IN.worldPos - _SonarWaveVector);\r\n#endif\r\n \r\n            \/\/ Moving wave.\r\n            w -= _Time.y * _SonarWaveParams.w;\r\n \r\n            \/\/ Get modulo (w % params.z \/ params.z)\r\n            w \/= _SonarWaveParams.z;\r\n            w = w - floor(w);\r\n \r\n            \/\/ Make the gradient steeper.\r\n            float p = _SonarWaveParams.y;\r\n            w = (pow(w, p) + pow(1 - w, p * 4)) * 0.5;\r\n \r\n            \/\/ Amplify.\r\n            w *= _SonarWaveParams.x;\r\n \r\n            \/\/ Apply to the surface.\r\n            o.Albedo = _SonarBaseColor;\r\n            o.Emission = _SonarWaveColor * w + _SonarAddColor;\r\n        }\r\n \r\n        ENDCG\r\n    } \r\n    Fallback \"Diffuse\"\r\n}<\/pre>\n<p>\u8fd9\u4e2a\u4ee3\u7801\u770b\u4f3c\u7b80\u5355\uff0c\u4f46\u662f\u5bf9\u4e8e\u5904\u5728\u5b66\u4e60\u57fa\u7840\u539f\u7406\u9636\u6bb5\u7684\u7ae5\u978b\uff0c\u6211\u7684\u5efa\u8bae\u8fd8\u662f\u591a\u52a8\u624b\u5199\u5199\u9876\u70b9\u7247\u6bb5Shader\uff0c\u5b9e\u73b0\u7b80\u5355\u7684\u5149\u7167\u6a21\u5f0f\u3001\u9876\u70b9\u53d8\u6362\u7b49\u7b49\u5bf9\u4e8e\u5b66<\/p>\n<p>\u4e60Shader\u4f1a\u975e\u5e38\u6709\u5e2e\u52a9\u7684\u3002<\/p>\n<p>3\u3001C#\u811a\u672c\u90e8\u5206<br \/>\n\u811a\u672c\u90e8\u5206\u6700\u5173\u952e\u7684\u5c31\u662f\u4f7f\u7528\u4e0a\u8ff0\u7684Shader\u53bb\u6e32\u67d3\u6444\u50cf\u673a\uff0c\u8fd9\u4e2a\u9700\u8981\u901a\u8fc7\u5982\u4e0b\u7684\u4ee3\u7801\u6765\u5b9e\u73b0\u5417\uff0c\u8fd9\u6bb5\u4ee3\u7801\u7684\u610f\u601d\u662f\u66ff\u6362\u6210\u8fd9\u4e2aShader\u6765\u6e32\u67d3\u6444\u50cf\u673a<\/p>\n<pre class=\"\">GetComponent&lt;Camera&gt;().SetReplacementShader(shader, null);<\/pre>\n<p>\u5176\u4ed6\u7684\u529f\u80fd\u5c31\u662f\u51fa\u4f20\u9012\u53c2\u6570\u7ed9Shader\u6765\u5b9e\u73b0\u6700\u7ec8\u968f\u65f6\u95f4\u53d8\u6362\u7684\u6548\u679c\uff0c\u5b8c\u6574\u7684\u4ee3\u7801\u5982\u4e0b\uff1a<\/p>\n<pre>using UnityEngine;\r\n \r\n[RequireComponent(typeof(Camera))]\r\npublic class SonarFxControl : MonoBehaviour\r\n{\r\n    \/\/ \u58f0\u7eb3\u7684\u6a21\u5f0f\r\n    public enum SonarMode { Directional, Spherical }\r\n    [SerializeField] SonarMode _mode = SonarMode.Directional;\r\n    public SonarMode mode { get { return _mode; } set { _mode = value; } }\r\n \r\n    \/\/ \u58f0\u7eb3\u6ce2\u7684\u65b9\u5411\uff08\u4ec5\u4ec5\u5728Directional\u6a21\u5f0f\u4e0b\uff09\r\n    [SerializeField] Vector3 _direction = Vector3.forward;\r\n    public Vector3 direction { get { return _direction; } set { _direction = value; } }\r\n \r\n    \/\/ \u58f0\u7eb3\u6ce2\u533a\u57df\uff08\u4ec5\u4ec5\u5728Spherical\u6a21\u5f0f\u4e0b\uff09\r\n    [SerializeField] Vector3 _origin = Vector3.zero;\r\n    public Vector3 origin { get { return _origin; } set { _origin = value; } }\r\n \r\n    \/\/ \u80cc\u666f\u989c\u8272\uff08Surfface Shader\u4e0b\u6709\u7528\uff09\r\n    [SerializeField] Color _baseColor = new Color(0.2f, 0.2f, 0.2f, 0);\r\n    public Color baseColor { get { return _baseColor; } set { _baseColor = value; } }\r\n \r\n    \/\/ \u58f0\u7eb3\u6ce2\u7684\u989c\u8272\r\n    [SerializeField] Color _waveColor = new Color(1.0f, 0.2f, 0.2f, 0);\r\n    public Color waveColor { get { return _waveColor; } set { _waveColor = value; } }\r\n \r\n    \/\/ \u6ce2\u7684\u9ad8\u5ea6\\\u632f\u5e45\r\n    [SerializeField] float _waveAmplitude = 2.0f;\r\n    public float waveAmplitude { get { return _waveAmplitude; } set { _waveAmplitude = value; } }\r\n \r\n    \/\/ \u6ce2\u7684\u989c\u8272\u6307\u6570\r\n    [SerializeField] float _waveExponent = 22.0f;\r\n    public float waveExponent { get { return _waveExponent; } set { _waveExponent = value; } }\r\n \r\n    \/\/ \u6ce2\u7684\u65f6\u95f4\u95f4\u9694\r\n    [SerializeField] float _waveInterval = 20.0f;\r\n    public float waveInterval { get { return _waveInterval; } set { _waveInterval = value; } }\r\n \r\n    \/\/ \u6ce2\u7684\u901f\u5ea6\r\n    [SerializeField] float _waveSpeed = 10.0f;\r\n    public float waveSpeed { get { return _waveSpeed; } set { _waveSpeed = value; } }\r\n \r\n    \/\/ \u989d\u5916\u7684\u989c\u8272\r\n    [SerializeField] Color _addColor = Color.black;\r\n    public Color addColor { get { return _addColor; } set { _addColor = value; } }\r\n \r\n     \r\n    [SerializeField] Shader shader;\r\n \r\n    int baseColorID;\r\n    int waveColorID;\r\n    int waveParamsID;\r\n    int waveVectorID;\r\n    int addColorID;\r\n \r\n    void Awake()\r\n    {\r\n        baseColorID = Shader.PropertyToID(\"_SonarBaseColor\");\r\n        waveColorID = Shader.PropertyToID(\"_SonarWaveColor\");\r\n        waveParamsID = Shader.PropertyToID(\"_SonarWaveParams\");\r\n        waveVectorID = Shader.PropertyToID(\"_SonarWaveVector\");\r\n        addColorID = Shader.PropertyToID(\"_SonarAddColor\");\r\n    }\r\n \r\n    void OnEnable()\r\n    {\r\n        GetComponent&lt;Camera&gt;().SetReplacementShader(shader, null);\r\n        Update();\r\n    }\r\n \r\n    void OnDisable()\r\n    {\r\n        GetComponent&lt;Camera&gt;().ResetReplacementShader();\r\n    }\r\n \r\n    void Update()\r\n    {\r\n        Shader.SetGlobalColor(baseColorID, _baseColor);\r\n        Shader.SetGlobalColor(waveColorID, _waveColor);\r\n        Shader.SetGlobalColor(addColorID, _addColor);\r\n \r\n        var param = new Vector4(_waveAmplitude, _waveExponent, _waveInterval, _waveSpeed);\r\n        Shader.SetGlobalVector(waveParamsID, param);\r\n \r\n        if (_mode == SonarMode.Directional)\r\n        {\r\n            Shader.DisableKeyword(\"SONAR_SPHERICAL\");\r\n            Shader.SetGlobalVector(waveVectorID, _direction.normalized);\r\n        }\r\n        else\r\n        {\r\n            Shader.EnableKeyword(\"SONAR_SPHERICAL\");\r\n            Shader.SetGlobalVector(waveVectorID, _origin);\r\n        }\r\n    }\r\n}<\/pre>\n<p>\u4e09\u3001\u7ed3\u8bed<br \/>\n\u6700\u540e\u53ef\u4ee5\u770b\u770b\u8fd9\u79cd\u65b9\u5f0f\u5b9e\u73b0\u7684\u58f0\u7eb3\u6ce2\u6548\u679c\u7684\u6027\u80fd\u6d88\u8017\u5982\u4f55\uff0c\u6211\u4eec\u53ef\u4ee5\u5728\u8fd0\u884c\u7684\u65f6\u5019\u6253\u5f00state\u770b\u5230\u5982\u56fe\u6240\u793a\u7684\u7edf\u8ba1\u56fe\uff0c\u77ac\u95f4\u6709\u6ca1\u6709\u89c9\u5f97\u8fd9\u4e2a\u6548\u679c<\/p>\n<p><a href=\"http:\/\/www.u3d8.com\/wp-content\/uploads\/2016\/12\/163942wf4uf24ruvr34fb1.png.thumb_.png\" data-lightbox=\"image_lg\"><img title=\"\u975e\u5e38\u7eda\u4e3d\u7684\u58f0\u7eb3\u5149\u6ce2\u6548\u679c - \u7b2c8\u5f20  | u3d8\u6280\u672f\u5206\u4eab\" alt=\"\u975e\u5e38\u7eda\u4e3d\u7684\u58f0\u7eb3\u5149\u6ce2\u6548\u679c - \u7b2c8\u5f20  | u3d8\u6280\u672f\u5206\u4eab\"  loading=\"lazy\"  data-src=\"http:\/\/www.u3d8.com\/wp-content\/uploads\/2016\/12\/163942wf4uf24ruvr34fb1.png.thumb_.png\" width=\"398\" height=\"136\" \/><\/a><\/p>\n<div align=\"left\">\u5176\u5b9e\u8fd8\u86ee\u6709\u5b9e\u7528\u4ef7\u503c\u7684\u3002<\/div>\n<p>\u6bcf\u6b21\u5199\u5230\u8fd9\u91cc\u5176\u5b9e\u5185\u5fc3\u5e76\u6ca1\u6709\u653e\u677e\u4e0b\u6765\uff0c\u53cd\u800c\u7d27\u5f20\uff0c\u7ee7\u800c\u4e09\u7701\u4e4e\uff0c\u4ee3\u7801\u6709bug\u4e4e\uff0c\u8bed\u53e5\u901a\u987a\u4e4e\uff0c\u903b\u8f91\u5b8c\u6574\u4e4e\u3002\u65e0\u5173\u68a6\u60f3\u548c\u5229\u76ca\uff0c\u7eaf\u7cb9\u559c\u597d\uff0c\u597d\u597d<\/p>\n<p>\u4e0b\u8f7d\u94fe\u63a5: <a href=\"https:\/\/pan.baidu.com\/s\/1jHCORRK\">https:\/\/pan.baidu.com\/s\/1jHCORRK<\/a> \u5bc6\u7801: 6mvx<\/p>\n","protected":false},"excerpt":{"rendered":"<p>\u8f6c\u81ea\uff1ahttp:\/\/www.manew.com\/thread-98405-1-1 &hellip; <a href=\"http:\/\/www.u3d8.com\/?p=879\">\u7ee7\u7eed\u9605\u8bfb <span class=\"meta-nav\">&rarr;<\/span><\/a><\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":[],"categories":[4],"tags":[221],"_links":{"self":[{"href":"http:\/\/www.u3d8.com\/index.php?rest_route=\/wp\/v2\/posts\/879"}],"collection":[{"href":"http:\/\/www.u3d8.com\/index.php?rest_route=\/wp\/v2\/posts"}],"about":[{"href":"http:\/\/www.u3d8.com\/index.php?rest_route=\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"http:\/\/www.u3d8.com\/index.php?rest_route=\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"http:\/\/www.u3d8.com\/index.php?rest_route=%2Fwp%2Fv2%2Fcomments&post=879"}],"version-history":[{"count":5,"href":"http:\/\/www.u3d8.com\/index.php?rest_route=\/wp\/v2\/posts\/879\/revisions"}],"predecessor-version":[{"id":891,"href":"http:\/\/www.u3d8.com\/index.php?rest_route=\/wp\/v2\/posts\/879\/revisions\/891"}],"wp:attachment":[{"href":"http:\/\/www.u3d8.com\/index.php?rest_route=%2Fwp%2Fv2%2Fmedia&parent=879"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"http:\/\/www.u3d8.com\/index.php?rest_route=%2Fwp%2Fv2%2Fcategories&post=879"},{"taxonomy":"post_tag","embeddable":true,"href":"http:\/\/www.u3d8.com\/index.php?rest_route=%2Fwp%2Fv2%2Ftags&post=879"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}