Fixed function shader

设置单纯颜色的Shader

Shader "Custom/NewShader" {
    //属性
    Properties {
    //定义颜色
        _Color("Main Color",Color) = (0,0,0,0)
        }
    SubShader {
        Pass{
            Material{
            Diffuse[_Color]
            }
            //光照开关,On打开Off关闭
            Lighting On
        }
        
    } 
}

颜色可以自行调整

设置材质的shader

Shader "Custom/NewShader" {
    //属性
    Properties {
    //定义材质
        _MainTex("Base(RGB)",2D)="white"{}
    //定义颜色
        _Color("Main Color",Color) = (0,0,0,0)
        }
    SubShader {
        Pass{
            Material{
            Diffuse[_Color]
            }

            //光照开关,On打开Off关闭
            Lighting On
            //设置材质
            SetTexture[_MainTex]
            {
                Combine texture *primary//,texture*constant
            }
        }
        
    } 
}

设置两张材质的shader

Shader "Custom/NewShader" {
    //属性
    Properties {
    //定义材质
        _MainTex("Base(RGB)",2D)="white"{}
    //定义第二张材质
        _MainTex2("Tex(RGB)",2D) = "white"{}
    //定义颜色
        _Color("Main Color",Color) = (0,0,0,1)
        }
    SubShader {
        Pass{
            Material{
            Diffuse[_Color]
            }

            //光照开关,On打开Off关闭
            Lighting On
            //设置材质
            SetTexture[_MainTex]
            {
                Combine texture *primary,texture*constant
            }
            SetTexture[_MainTex2]
            {
                Combine texture*previous
            }
        }
        
    } 
}

设置顶点所有光照属性

Shader "Custom/NewShader" {
    //属性
    Properties {
       _IlluminCol("Self-Illumination color (RGB)",Color) = (1,1,1,1)
    //定义材质
        _MainTex("Base(RGB)",2D)="white"{}
    //定义第二张材质
        _MainTex2("Tex(RGB)",2D) = "white"{}
    //定义颜色
        _Color("Main Color",Color) = (0,0,0,1)
    //定义规格颜色
        _SpecColor("Spec Color",Color) = (0,0,0,0)
    //定义光泽
        _Shininess("Shininess",Range(0.01,1)) = 0.7
    //定义发射光
        _Emission("Emmisive Color",Color) = (0,0,0,0)
        }
    SubShader {
        Pass{
            Material{
            Diffuse[_Color]
            Ambient[_Color]
            Shininess[_Shininess]
            Specular[_SpecColor]
            Emission[_Emission]
            }

            //光照开关,On打开Off关闭
            Lighting On
            //设置材质
            SetTexture[_MainTex]
            {
                constantColor[_IlluminCol]
                Combine constant lerp(texture) previous
                //Combine texture *primary,texture*constant
            }
            SetTexture[_MainTex2]
            {
                Combine texture*previous
            }
        }
        
    } 
}

posted @ 2014-11-25 14:30  kadajEvo  阅读(94)  评论(0)    收藏  举报