更新数据精度到float
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@@ -1,9 +1,8 @@
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Shader "XericLibrary/ScreenDectection/MeshPicking"
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Shader "XericLibrary/ScreenDectection/MeshPicking_HDR"
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{
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Properties
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{
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// 传入材质ID
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_MatID ("Material ID", Int) = 0
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[HideInInspector] _MatID ("Material ID", Int) = 0
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}
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SubShader
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{
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@@ -12,9 +11,11 @@ Shader "XericLibrary/ScreenDectection/MeshPicking"
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Pass
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{
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// 关闭光照和雾效,纯数据输出
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Lighting Off
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Fog { Mode Off }
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Cull Back
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ZTest LEqual
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ZWrite On
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CGPROGRAM
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#pragma vertex vert
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@@ -29,32 +30,22 @@ Shader "XericLibrary/ScreenDectection/MeshPicking"
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struct v2f
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{
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float4 vertex : SV_POSITION;
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float3 worldPos : TEXCOORD0; // 传递世界坐标给片段着色器
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float3 worldPos : TEXCOORD0;
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};
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int _MatID; // 接收材质ID
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int _MatID;
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v2f vert (appdata v)
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{
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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// 计算世界坐标并传递
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o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
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return o;
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}
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fixed4 frag (v2f i) : SV_Target
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float4 frag (v2f i) : SV_Target
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{
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// 1. 将世界坐标编码到 RGB 通道
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// 假设你的地质模型世界坐标范围在 -1000 到 1000 之间
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// 加上 1000 变成 0~2000,再除以 2000 变成 0~1
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float3 encodedPos = (i.worldPos + 1000.0) / 2000.0;
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// 2. 将材质ID编码到 Alpha 通道 (假设ID不超过255)
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float encodedID = _MatID / 255.0;
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// 输出 RGBA = (PosX, PosY, PosZ, MatID)
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return fixed4(encodedPos.x, encodedPos.y, encodedPos.z, encodedID);
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return float4(i.worldPos.xyz, (float)_MatID);
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}
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ENDCG
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}
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