统一封装对shader的管理和示例。

统一封装对shader的管理和示例。
This commit is contained in:
ALEXTANG
2023-12-07 10:55:50 +08:00
parent 6cfd352482
commit 5d67238c8f
7 changed files with 337 additions and 0 deletions

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using UnityEngine;
namespace TEngine
{
/// <summary>
/// 封装一个角色可能用到的各种shader场景。
/// </summary>
class ActorShaderGroup
{
private readonly TShader[] _allShader = new TShader[(int)ActorShaderEnvType.EnvTypeMax];
/// <summary>
/// 增加Shader到角色Shader分组。
/// </summary>
/// <param name="shaderType">当前环境类型。</param>
/// <param name="shader">TShader。</param>
public void AddShader(ActorShaderEnvType shaderType, TShader shader)
{
_allShader[(int)shaderType] = shader;
}
/// <summary>
/// 根据当前环境获取Shader。
/// </summary>
/// <param name="type">当前环境类型。</param>
/// <returns>TShader。</returns>
public TShader GetShader(ActorShaderEnvType type)
{
return _allShader[(int)type];
}
/// <summary>
/// 判断是否符合shader集合。
/// </summary>
/// <param name="shader">Shader实例。</param>
/// <returns>是否符合。</returns>
public bool IsMatch(Shader shader)
{
foreach (var dodShader in _allShader)
{
if (dodShader != null && dodShader.Shader == shader)
{
return true;
}
}
return false;
}
}
}

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fileFormatVersion: 2
guid: 79b6e5be73e14c929b6a3b4a980976ac
timeCreated: 1701916950

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using GameBase;
using UnityEngine;
namespace TEngine
{
enum ActorShaderGroupType
{
/// <summary>
/// 通用的角色shader
/// </summary>
Brdf = 0,
/// <summary>
/// 眼睛
/// </summary>
BrdfEye,
///可能后面扩展,比如特效的特殊角色材质
GroupMax,
}
enum ActorShaderEnvType
{
/// <summary>
/// 游戏内场景默认模型不带阴影不带xray不透明效果
/// </summary>
EnvNormal = 0,
/// <summary>
/// 展示场景
/// </summary>
EnvShow,
/// <summary>
/// 带阴影
/// </summary>
EnvShadow,
/// <summary>
/// 带xray默认也带Shadow
/// </summary>
EnvXRay,
/// <summary>
/// 透明渐隐效果
/// </summary>
EnvAlphaFade,
/// <summary>
/// 展示场景没shadow
/// </summary>
EnvShow_NoShadow,
EnvTypeMax
}
/// <summary>
/// 角色Shader管理器。
/// </summary>
class ActorShaderMgr : Singleton<ActorShaderMgr>
{
private readonly ActorShaderGroup[] _allShaderGroup = new ActorShaderGroup[(int)ActorShaderGroupType.GroupMax];
public ActorShaderMgr()
{
CreateBrdfShader();
}
/// <summary>
/// 根据当前Render查找角色的Shader分组。
/// </summary>
/// <param name="render">Render。</param>
/// <returns>角色的Shader分组。</returns>
public ActorShaderGroup FindShaderGroup(Renderer render)
{
var sharedMat = render.sharedMaterial;
if (sharedMat == null)
{
return null;
}
var shader = sharedMat.shader;
foreach (var group in _allShaderGroup)
{
if (group != null && group.IsMatch(shader))
{
return group;
}
}
return null;
}
private void CreateBrdfShader()
{
//通用的效果
var actorShader = new ActorShaderGroup();
actorShader.AddShader(ActorShaderEnvType.EnvNormal, new TShader("TEngine/Actor/ActorBrdf",shaderLocation:"ActorBrdf"));
actorShader.AddShader(ActorShaderEnvType.EnvShow, new TShader("TEngine/Actor/Show/ActorBrdf",shaderLocation:"ActorBrdf_Show"));
actorShader.AddShader(ActorShaderEnvType.EnvShow_NoShadow, new TShader("TEngine/Actor/Show/ActorBrdf_NoShadow",shaderLocation:"ActorBrdf_NoShadow"));
actorShader.AddShader(ActorShaderEnvType.EnvShadow, new TShader("TEngine/Actor/ActorBrdf",shaderLocation:"ActorBrdf_Normal"));
actorShader.AddShader(ActorShaderEnvType.EnvXRay, new TShader("TEngine/Actor/X-Ray",shaderLocation:"X-Ray"));
actorShader.AddShader(ActorShaderEnvType.EnvAlphaFade, new TShader("TEngine/Actor/Fade/ActorBrdf",shaderLocation:"ActorBrdf_Fade"));
_allShaderGroup[(int)ActorShaderGroupType.Brdf] = actorShader;
//眼睛效果
actorShader = new ActorShaderGroup();
actorShader.AddShader(ActorShaderEnvType.EnvNormal, new TShader("TEngine/Actor/ActorEye",shaderLocation:"ActorEye"));
actorShader.AddShader(ActorShaderEnvType.EnvShow, new TShader("TEngine/Actor/Show/ActorEye",shaderLocation:"ActorEye_Show", "MRT_DISABLE", "MRT_ENABLE"));
actorShader.AddShader(ActorShaderEnvType.EnvShadow, new TShader("TEngine/Actor/ActorEye",shaderLocation:"ActorEye"));
actorShader.AddShader(ActorShaderEnvType.EnvXRay, new TShader("TEngine/Actor/ActorEye",shaderLocation:"ActorEye"));
actorShader.AddShader(ActorShaderEnvType.EnvAlphaFade, new TShader("TEngine/Actor/Fade/ActorEye",shaderLocation:"ActorEye_Fade"));
_allShaderGroup[(int)ActorShaderGroupType.BrdfEye] = actorShader;
}
}
}

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fileFormatVersion: 2
guid: 5a38b9b4bee84fabb1ef8db5292a6db6
timeCreated: 1701916853

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using System.Collections.Generic;
using UnityEngine;
namespace TEngine
{
/// <summary>
/// TShader scripts used for all rendering.
/// <remarks>统一封装对shader的管理。</remarks>
/// </summary>
public class TShader
{
private bool _loaded;
private Shader _shader;
private readonly string _shaderName;
private readonly string _shaderLocation;
private readonly List<string> _keywordOn = new List<string>();
private readonly List<string> _keywordOff = new List<string>();
/// <summary>
/// Shader scripts used for all rendering.
/// </summary>
public Shader Shader
{
get
{
if (!_loaded)
{
_loaded = true;
_shader = FindShader(_shaderLocation,_shaderName);
if (_shader == null)
{
Log.Error($"invalid shader path: {_shaderLocation}, shader name {_shaderName}");
}
}
return _shader;
}
}
/// <summary>
/// 查找Shader。
/// </summary>
/// <param name="shaderLocation">Shader定位地址。</param>
/// <param name="shaderName">Shader名称。</param>
/// <returns>Shader实例。</returns>
public static Shader FindShader(string shaderLocation,string shaderName)
{
Shader shader = GameModule.Resource.LoadAsset<Shader>(shaderLocation);
if (shader != null)
{
return shader;
}
return Shader.Find(shaderName);
}
/// <summary>
/// TShader构造函数。
/// </summary>
/// <param name="shaderName">shader名称。</param>
/// <param name="shaderLocation">shader路径。</param>
public TShader(string shaderName, string shaderLocation)
{
_shaderName = shaderName;
_shaderLocation = shaderLocation;
_shader = null;
}
/// <summary>
/// TShader构造函数。
/// </summary>
/// <param name="shaderName">shader名称。</param>
/// <param name="shaderLocation">shader路径。</param>
/// <param name="keywordOn">开启选项。</param>
/// <param name="keywordOff">关闭选项。</param>
public TShader(string shaderName, string shaderLocation, string keywordOn, string keywordOff)
{
_shaderName = shaderName;
_shaderLocation = shaderLocation;
_shader = null;
_keywordOn.Add(keywordOn);
_keywordOff.Add(keywordOff);
}
/// <summary>
/// TShader构造函数。
/// </summary>
/// <param name="shaderName">shader名称。</param>
/// <param name="shaderLocation">shader路径。</param>
/// <param name="keywordOn">开启选项。</param>
/// <param name="keywordOff">关闭选项。</param>
public TShader(string shaderName, string shaderLocation, string[] keywordOn, string[] keywordOff)
{
_shaderName = shaderName;
_shaderLocation = shaderLocation;
_shader = null;
_keywordOn.AddRange(keywordOn);
_keywordOff.AddRange(keywordOff);
}
/// <summary>
/// 设置Shader效果。
/// </summary>
/// <param name="render">渲染对象。</param>
public void ApplyRender(Renderer render)
{
var sharedMat = render.sharedMaterial;
if (sharedMat != null)
{
//copy一份材质
sharedMat = render.material;
sharedMat.shader = Shader;
foreach (var keyword in _keywordOff)
{
sharedMat.DisableKeyword(keyword);
}
foreach (var keyword in _keywordOn)
{
sharedMat.EnableKeyword(keyword);
}
}
}
/// <summary>
/// 清除shader。
/// </summary>
/// <param name="render">渲染对象。</param>
public void ClearRender(Renderer render)
{
if (_keywordOff.Count <= 0 && _keywordOn.Count <= 0)
{
return;
}
var sharedMat = render.sharedMaterial;
if (sharedMat != null)
{
//copy一份材质。
sharedMat = render.material;
for (int k = 0; k < _keywordOn.Count; k++)
{
sharedMat.DisableKeyword(_keywordOn[k]);
}
for (int k = 0; k < _keywordOff.Count; k++)
{
sharedMat.EnableKeyword(_keywordOff[k]);
}
}
}
}
}

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