fixed function shader

shader "Test/FF1"{
    
    properties{
        _Color("颜色", color) = (1, 1, 0, 1)
        _Ambient("环境", color) = (0.3, 0.3, 0.3, 0.3)
        _Specular("高光", color) = (1, 1, 1, 1)
        _Shininess("发光", range(0, 10)) = 3
        _Emission("自发光", color) = (0, 1, 1, 1)
        _Texture("贴图", 2d) = "??"{}
        _Constant("ConstantColor", color) = (1, 1, 1, 1)
        _CombineTexture("叠加的贴图", 2d) = ""{}
        
    }
    
    subshader{
        tags{"Queue" = "Transparent"}
        pass{
            Blend SrcAlpha OneMinusSrcAlpha
//            color(0, 1, 1, 1)
//            color[_Color]
            material{
                diffuse[_Color]
                ambient[_Color]
                specular[_Specular]
                shininess[_Shininess]
                emission[_Emission]
            }
            lighting on
            separatespecular on
            
            settexture[_Texture]
            {
                combine texture * primary double
            }
            settexture[_CombineTexture]{
                // 使用逗号后的texture作为输出的alpha值
//                combine texture * previous quad, texture
                constantcolor[_Constant]
                combine texture * previous quad, texture * constant
            }
            
        }
    
    }

}

 

posted @ 2016-09-06 21:56  狭隘龙  阅读(141)  评论(0)    收藏  举报