float factor = Mathf.Pow(2,intensity);
Color color = new Color(red*factor,green*factor,blee*factor);
如果用Shader Graph

以urp lit为例
public string property;
public MeshRenderer meshRenderer;
private Material material;
[Range(0f,10f)]
public float intensity;
private Color c;
private void Start()
{
material = meshRenderer.material;
c= material.GetColor(property);
}
void Update()
{
float factor = Mathf.Pow(2, intensity);
Color color = new Color(c.r* factor, c.g* factor, c.b* factor);
material.SetColor(property, color);
}


本文介绍如何在Unity中使用ShaderGraph调整物体的颜色强度。通过实例代码展示了如何使用公共属性和范围滑块来控制颜色增强效果,适用于游戏开发和实时渲染场景。
4714

被折叠的 条评论
为什么被折叠?



