Color Gradient
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4d861c50dd
commit
9e6b1592ef
@ -4,7 +4,7 @@
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"typeInfo": {
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"fullName": "UnityEditor.ShaderGraph.Internal.Vector3ShaderProperty"
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},
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"JSONnodeData": "{\n \"m_Guid\": {\n \"m_GuidSerialized\": \"1a852ecf-3bd7-467e-a62a-9b13b2667e2f\"\n },\n \"m_Name\": \"Albedo\",\n \"m_DefaultReferenceName\": \"Vector3_32FB817D\",\n \"m_OverrideReferenceName\": \"\",\n \"m_GeneratePropertyBlock\": true,\n \"m_Precision\": 0,\n \"m_GPUInstanced\": false,\n \"m_Hidden\": false,\n \"m_Value\": {\n \"x\": 0.0,\n \"y\": 0.0,\n \"z\": 0.0,\n \"w\": 0.0\n }\n}"
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"JSONnodeData": "{\n \"m_Guid\": {\n \"m_GuidSerialized\": \"1a852ecf-3bd7-467e-a62a-9b13b2667e2f\"\n },\n \"m_Name\": \"Albedo\",\n \"m_DefaultReferenceName\": \"Vector3_32FB817D\",\n \"m_OverrideReferenceName\": \"_Color\",\n \"m_GeneratePropertyBlock\": true,\n \"m_Precision\": 0,\n \"m_GPUInstanced\": false,\n \"m_Hidden\": false,\n \"m_Value\": {\n \"x\": 0.0,\n \"y\": 0.0,\n \"z\": 0.0,\n \"w\": 0.0\n }\n}"
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},
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{
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"typeInfo": {
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@ -153,6 +153,35 @@ MonoBehaviour:
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depth: 8
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mesh: {fileID: 10207, guid: 0000000000000000e000000000000000, type: 0}
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material: {fileID: 2100000, guid: 8f3914ac4291e664ba60ae208ae66460, type: 2}
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gradient:
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serializedVersion: 2
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key0: {r: 1, g: 1, b: 1, a: 1}
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key1: {r: 1, g: 0, b: 0, a: 1}
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key2: {r: 0, g: 0, b: 0, a: 1}
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key3: {r: 0, g: 0, b: 0, a: 0}
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key4: {r: 0, g: 0, b: 0, a: 0}
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key5: {r: 0, g: 0, b: 0, a: 0}
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key6: {r: 0, g: 0, b: 0, a: 0}
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key7: {r: 0, g: 0, b: 0, a: 0}
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ctime0: 0
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ctime1: 39514
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ctime2: 65535
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ctime3: 0
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ctime4: 0
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ctime5: 0
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ctime6: 0
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ctime7: 0
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atime0: 0
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atime1: 65535
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atime2: 65535
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atime3: 0
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atime4: 0
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atime5: 0
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atime6: 0
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atime7: 0
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m_Mode: 0
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m_NumColorKeys: 3
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m_NumAlphaKeys: 2
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--- !u!4 &197491476
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Transform:
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m_ObjectHideFlags: 0
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@ -52,7 +52,7 @@ public class Fractal : MonoBehaviour
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NativeArray<float3x4>[] matrices;
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[SerializeField, Range(1, 8)]
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[SerializeField, Range(2, 8)]
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int depth = 4;
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[SerializeField]
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@ -61,6 +61,9 @@ public class Fractal : MonoBehaviour
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[SerializeField]
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Material material = default;
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[SerializeField]
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Gradient gradient = default;
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static float3[] directions =
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{
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up(), right(), left(), forward(), back()
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@ -84,6 +87,7 @@ public class Fractal : MonoBehaviour
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ComputeBuffer[] matricesBuffers;
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static readonly int colorId = Shader.PropertyToID("_Color");
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static readonly int matricesId = Shader.PropertyToID("_Matrices");
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static MaterialPropertyBlock propertyBlock;
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@ -177,6 +181,7 @@ public class Fractal : MonoBehaviour
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{
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ComputeBuffer buffer = matricesBuffers[i];
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buffer.SetData(matrices[i]);
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propertyBlock.SetColor(colorId, gradient.Evaluate(i / (matricesBuffers.Length - 1f)));
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propertyBlock.SetBuffer(matricesId, buffer);
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Graphics.DrawMeshInstancedProcedural(mesh, 0, material, bounds, buffer.count, propertyBlock);
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}
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