示例
常用模式
最小材质、共享头文件、Package、Function、UE 节点和 ShaderFunction 示例。
这些片段按常见工作流排列,可以直接复制到 .dsm / .dsh 中改名使用。
最小 UI 材质
Shader(Name="DreamMaterials/M_Minimal")
{
Properties = {
vec3 Tint = vec3(1.0, 0.2, 0.2);
}
Settings = {
Domain = "UI";
ShadingModel = "Unlit";
}
Outputs = {
vec3 Color;
Base.EmissiveColor = Color;
}
Graph = {
Color = Tint;
}
}共享 .dsh
DShader/Shared/Common.dsh:
Namespace(Name="Common")
{
Function BuildPulse(in float t, in vec2 uv, out vec3 result) {
vec2 p = uv - 0.5;
float ring = sin(t * 2.0 + length(p) * 12.0) * 0.5 + 0.5;
result = vec3(ring, ring * 0.5 + 0.1, 1.0 - ring * 0.35);
}
Function ApplyTint(in vec3 color, in vec3 tint, out vec3 result) {
result = color * tint;
}
}在 .dsm 中引入 .dsh
import "Shared/Common.dsh";
Shader(Name="DreamMaterials/M_Imported")
{
Properties = {
vec3 Tint = vec3(1.0, 1.0, 1.0);
}
Settings = {
Domain = "UI";
ShadingModel = "Unlit";
}
Outputs = {
vec3 Color;
Base.EmissiveColor = Color;
}
Graph = {
vec2 uv = UE.TexCoord(Index=0);
float t = UE.Time();
vec3 pulse;
Common::BuildPulse(t, uv, pulse);
Common::ApplyTint(pulse, Tint, Color);
}
}Package 纹理采样
import "@typedreammoon/dreamshader-texture/Library/Texture.dsh";
Shader(Name="DreamMaterials/M_TexturePackage")
{
Properties = {
Texture2D MainTex = Path(Engine, "/EngineResources/DefaultTexture");
vec3 Tint = vec3(1.0, 1.0, 1.0);
}
Settings = {
Domain = "UI";
ShadingModel = "Unlit";
}
Outputs = {
vec3 Color;
Base.EmissiveColor = Color;
}
Graph = {
vec2 uv = UE.TexCoord(Index=0);
vec3 sampled;
Texture::Sample2DRGB(MainTex, uv, sampled);
Color = sampled * Tint;
}
}SelfContained 函数
Function SelfContained Remap01(in float value, out float result) {
result = saturate(value * 0.5 + 0.5);
}ShaderFunction
ShaderFunction(Name="Functions/F_Tint")
{
Inputs = {
vec3 InColor;
vec3 InTint;
}
Outputs = {
vec3 OutColor;
}
Settings = {
Description = "Tint helper";
ExposeToLibrary = true;
LibraryCategories = "DreamShader,Color";
}
Graph = {
OutColor = InColor * InTint;
}
}