是相對於可編程的shader而言的。所謂固定管線,是說芯片上一組電路已經固定實現了特定的運算功能,程序能做的只是提供場景數據以及微調運算功能的參數。它適用於所有的顯卡,常用於高級Shader在老顯卡無法顯示時的Fallback。Unity中的固定管線shader使用ShaderLab語言。
包括了
- properties 屬性
- material 材質
- lighting 光照
- settexture 設置紋理
- pass 通道
1 示例
1.1 VS2019 Shader 插件
打開VS2019 點擊 擴展>管理擴展 搜索 ShaderVS插件,安裝即可
1.2 打開Unity,新建一個Unity 3D項目
在Project欄目中,新建一個Shader 右鍵>Create>Shader 第一個
默認如下:已經包括了屬性 Properties SubShader FallBack
Shader "Custom/ff3"
{
Properties
{
_Color ("Color", Color) = (1,1,1,1)
_MainTex ("Albedo (RGB)", 2D) = "white" {}
_Glossiness ("Smoothness", Range(0,1)) = 0.5
_Metallic ("Metallic", Range(0,1)) = 0.0
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 200
CGPROGRAM
// 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"
}
1.3 刪除默認代碼
Shader "Custom/ff3"
{
SubShader{
}
}
1.4 增加Color屬性
-
新建一個材質 FF1
在右邊的窗口選擇 Customer/FF1 -
新建一個物體 Sphere
-
把材質拖到 Sphere上
-
修改Shader代碼
Shader "Custom/ff3"
{
Properties
{
_Color("Main Color",color)=(1,1,1,1)
}
SubShader
{
pass {
material{
diffuse[_Color]
}
lighting on
separateSpecular on
}
}
語法:屬性[Properties]
-
增加 diffuse屬性
diffuse[_color] -
增加 Ambinent 環境光
Ambinent[_Ambinent] -
增加 Specular 鏡面反射
Specular[] -
增加 光澤度 Shininess
Shininess[] -
增加自發光
Emission[]
最後完整代碼
Shader "Custom/ff1"
{
Properties
{
_Color("Main Color",color)=(1,1,1,1)
_Ambient("Ambient",color)=(0.3,0.3,0.3,0.3)
_Specular("Specular",color)=(1,1,1,1)
_Shininess("Shininess",range(0,9))=4
_Emission("Emission",color)=(1,1,1,1)
}
SubShader
{
pass {
//color(1,0,0,1)
//color[_Color]
material{
Diffuse[_Color]//散射
Ambient[_Ambient]//環境光
Specular[_Specular]//增加鏡面反射 specular 必須增加 separateSpecular
Shininess[_Shininess]//光澤,光澤
Emission[_Emission]//自發光
}
lighting on
separateSpecular on
}
}
}