Unity Shader 3 Shader的结构

1 创建Shader

要创建新着色器资源,请使用主菜单或 Project View 上下文菜单中的 Assets > Create > Shader

新建1个3D工程,新一个Shader文件,和一个Material材质文件,如下图,在材质的Shader中选择 Custom/NewSurfaceShader

Shader "Custom/NewSurfaceShader"
{
    Properties
    {
        _Color ("Color", Color) = (1,1,1,1)
        //MainTexture 主贴图
        _MainTex ("Albedo (RGB)", 2D) = "white" {}
        //光泽度
        _Glossiness ("Smoothness", Range(0,1)) = 0.5
        //金属漆
        _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"
}

2 Properties

其中

 Properties
    {
        _Color ("Color", Color) = (1,1,1,1)
        //MainTexture 主贴图
        _MainTex ("Albedo (RGB)", 2D) = "white" {}
        //光泽度
        _Glossiness ("Smoothness", Range(0,1)) = 0.5
        //金属漆
        _Metallic ("Metallic", Range(0,1)) = 0.0
    }

对应材质属性中的

3 SubShader

可以有多个 SubShader Unity只是用第一个 SubShader ,如果第一个 SubShader 不行,那么就选择第二个 SubShader ,所有的 SubShader 都不行,就选择 FullBack

posted @ 2022-11-21 11:19  fishpro  阅读(19)  评论(0编辑  收藏  举报