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shader开发_4.Surface shader初探

可编程渲染管线

 

unity shader==>>Surface shader

 

Surface shader是 unity 对于顶点和片段着色器的一种封装

下面这是一个unity 默认生成的Surface shader

 

 Shader "Custom/myshader01" {    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 {        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;        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"}

首先看一下基本结构

Shader "Custom/myshader01" {    Properties {         }    SubShader {             }    FallBack "Diffuse"}

 

shader开发_4.Surface shader初探