分類
fixed shader: shader1.0. 開關式
頂點 片段着色器 : 2.0 功能自定義
Surface shader;以上功能的集成
流程:
頂點着色器(計算頂點顏色,燈光設置)》光柵化(頂點數據轉換爲片元的過程)》片段着色器(紋理採樣)》alpha測試》模板測試》深度測試》blend》Gbuffer》frontBuffer》顯示器
可對 頂點着色器 片段着色器 三大測試 編程
具體結構
Shader "Custom/NewSurfaceShader" //路徑
{
Properties//公開屬性
{
_Color ("Color", Color) = (1,1,1,1)//color爲類型。
_MainTex ("Albedo (RGB)", 2D) = "white" {}
_Glossiness ("Smoothness", Range(0,1)) = 0.5
_Metallic ("Metallic", Range(0,1)) = 0.0
//name :變量名(“”//外部的公開標註 ,類型 =//默認值 Range//變化範圍 )
}
SubShader//對應顯卡,符合顯卡運行才能執行
{
//pass 渲染一次
Tags { "RenderType"="Opaque" }
LOD 200
CGPROGRAM/// Unity的Cg程序預編譯命令
// Physically based Standard lighting model, and enable shadows on all light types
#pragma surface surf Standard fullforwardshadows
// Use shader model 3.0 target, to get nicer looking lighting
#pragma target 3.0
sampler2D _MainTex;
struct Input
{
float2 uv_MainTex;
};
half _Glossiness;
half _Metallic;
fixed4 _Color;
// Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader.
// See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing.
// #pragma instancing_options assumeuniformscaling
UNITY_INSTANCING_BUFFER_START(Props)
// put more per-instance properties here
UNITY_INSTANCING_BUFFER_END(Props)
void surf (Input IN, inout SurfaceOutputStandard o)
{
// Albedo comes from a texture tinted by color
fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
o.Albedo = c.rgb;
// Metallic and smoothness come from slider variables
o.Metallic = _Metallic;
o.Smoothness = _Glossiness;
o.Alpha = c.a;
}
ENDCG
}
FallBack "Diffuse"//所以SubShader都不合適,執行默認的
}