在Unity中,我有一个预制体,我想实例化它并将实例化的预制体颜色更改为黑色。预制体的默认颜色是黄色。我的目标是将颜色更改为随机颜色,但现在它只是黑色。
稍后我会生成随机颜色,但是存在问题:颜色不会改变。我已检查了一些在互联网上找到的解决方案,但没有一个适用于我。
以下是我的代码:
稍后我会生成随机颜色,但是存在问题:颜色不会改变。我已检查了一些在互联网上找到的解决方案,但没有一个适用于我。
以下是我的代码:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class starsGenerator : MonoBehaviour {
public float square_size;
public int stars_in_square;
public int galaxy_size;
public Transform star;
void generateGalaxy() {
float rootSquareX = -(square_size/2.0f);
float rootSquareY = (square_size/2.0f);
for(int i = 0; i < galaxy_size; i++)
{
for (int j = 0; j < galaxy_size; j++)
{
Color color = Color.black;
float sqx = rootSquareX + (i * square_size);
float sqy = rootSquareY + (j * square_size);
for(int k = 1; k <= stars_in_square; k++)
{
float strx = Random.Range(sqx + 0.2f, sqx + square_size - 0.2f);
float stry = Random.Range(sqy + 0.2f, sqy + square_size - 0.2f);
Color newColor = new Color(Random.value, Random.value, Random.value, 1.0f);
Transform instd = Instantiate(star, new Vector3(strx, stry, 4.44f), Quaternion.identity);
instd.GetComponent<MeshRenderer>().material.SetColor("_Color", Color.red);
// also instd.GetComponent<MeshRenderer>().material.color = color; doesn't work
}
}
}
}
// Use this for initialization
void Start () {
generateGalaxy();
}
// Update is called once per frame
void Update () {
}
}
编辑:
请注意,我的预制件不使用默认着色器。这会有问题吗?
这是预制件的着色器:
Shader "Custom/GlowShader"
{
Properties
{
_ColorTint("Color Tint", Color) = (1, 1, 1, 1)
_MainTex("Base (RGB)", 2D) = "white" {}
_BumpMap("Normal Map", 2D) = "bump" {}
_RimColor("Rim Color", Color) = (1, 1, 1, 1)
_RimPower("Rim Power", Range(1.0, 6.0)) = 3.0
}
SubShader {
Tags { "RenderType"="Opaque" }
CGPROGRAM
#pragma surface surf Lambert
struct Input {
float4 color : Color;
float2 uv_MainTex;
float2 uv_BumpMap;
float3 viewDir;
};
float4 _ColorTint;
sampler2D _MainTex;
sampler2D _BumpMap;
float4 _RimColor;
float _RimPower;
void surf (Input IN, inout SurfaceOutput o)
{
IN.color = _ColorTint;
o.Albedo = tex2D (_MainTex, IN.uv_MainTex).rgb * IN.color;
o.Normal = UnpackNormal(tex2D(_BumpMap,IN.uv_BumpMap));
half rim = 1.0 - saturate(dot(normalize(IN.viewDir), o.Normal));
o.Emission = _RimColor.rgb * pow(rim, _RimPower);
}
ENDCG
}
FallBack "Diffuse"
}