Surface Shader

Surface Shader不需要编写Pass通道

Shader "Custom/SFShader"
{
    
    
    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
    {
    
    
	//渲染类型
        Tags {
    
     "RenderType"="Opaque" }
	//层级细节
        LOD 200
	//代码块,表示下面使用了CG语法
        CGPROGRAM
    //#pragma编译指令 surface关键词,表示按照surface shader来编写 surf函数名称,可随意命名 Standard光照模型 fullforwardshadows阴影相关
        #pragma surface surf Standard fullforwardshadows

    //使用硬件的shader model 3.0,可以获得一个更好的光照效果
        #pragma target 3.0
	//结构体用于描述UV的坐标(纹理坐标)
        struct Input
        {
    
    
		//uv使用第一套UV集合
            float2 uv_MainTex;
        };
	//参数申明
		sampler2D _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)
	//surf函数 inout该参数即是输入也是输出 SurfaceOutputStandard基于物理的光照模型
        void surf (Input IN, inout SurfaceOutputStandard o)
        {
    
    
        //将图片纹理和一个颜色相乘
            fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
		//各自赋值
            o.Albedo = c.rgb;
            // Metallic and smoothness come from slider variables
            o.Metallic = _Metallic;
            o.Smoothness = _Glossiness;
            o.Alpha = c.a;
        }
        ENDCG
    }
    FallBack "Diffuse"
}

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转载自blog.csdn.net/Bug1997/article/details/112215541
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