一、创建测试shader
Shader "Unlit/Sphere"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_Color("Color", Color) = (1,1,1,1)
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
// make fog work
#pragma multi_compile_fog
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
UNITY_FOG_COORDS(1)
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _MainTex_ST;
float4 _Color;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
return _Color;
}
ENDCG
}
}
}
二、创建测试脚本
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class SphereTest : MonoBehaviour {
public List<MeshRenderer> renders = new List<MeshRenderer>();
void Start () {
for (int i = 0; i < renders.Count; i++)
{
//SetColor(renders[i]);
SetColorPropertyBlock(renders[i]);
}
}
private void SetColor(MeshRenderer mr)
{
//这种方式会导致创建新的Material
mr.material.color = new Color(Random.value, Random.value, Random.value);
}
private void SetColorPropertyBlock(MeshRenderer mr)
{
//这种方式不会创建新的Material
MaterialPropertyBlock properties = new MaterialPropertyBlock();
properties.SetColor(
"_Color", new Color(Random.value, Random.value, Random.value)
);
mr.SetPropertyBlock(properties);
}
}
三、创建测试场景
放三个小球,挂上同一个材质球。
四、运行预览
SetColor()方法设置小球颜色,会导致创建新的材质实例
SetColorPropertyBlock()方法设置小球颜色不会创建新的材质实例