surface shader

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Shader "Custom/sfceshader" {
Properties {
_Color ("Color", Color) = (1,1,1,1)
_MainTex ("Albedo (RGB)", 2D) = "white" {}            //主纹理
_Glossiness ("Smoothness", Range(0,1)) = 0.5         //高光玻璃
_Metallic ("Metallic", Range(0,1)) = 0.0                          //金属材质
}
SubShader {
Tags { "RenderType"="Opaque" }    //Tags { "RenderType"="Opaque"  "queue"="transparent" 透明序列 } 
LOD 200

CGPROGRAM
// Physically based Standard lighting model, and enable shadows on all light types
#pragma surface surf Standard fullforwardshadows                    //Laberte  老引擎   Standard 是新引擎  添加透明alpha 通道  添加阴影addshadow


// Use shader model 3.0 target, to get nicer looking lighting
#pragma target 3.0


sampler2D _MainTex;         //声明主材质类型


struct Input {
float2 uv_MainTex;      //前面一定要加uv_材质才生效
};


half _Glossiness;                 //浮点型
half _Metallic;
fixed4 _Color;                       //4阶向量


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"                  //会自动添加阴影通道
}
0 0