- SurfaceOutput
- Input
- lighting
- shadow
Shader "Custom/NewSurfaceShader"
{
Properties
{
_Color ("Color", Color) = (1,1,1,1)
_MainTex ("Albedo (RGB)", 2D) = "white" {}
_Glossiness ("Smoothness", Range(0,1)) = 0.5 // 浮点值 用于计算高光的光泽度
_Metallic ("Metallic", Range(0,1)) = 0.0 // 金属光泽
}
SubShader // 无pass通道,surface为我们生成
{
Tags { "RenderType"="Opaque" } // 渲染类型
LOD 200 // 层级细节
CGPROGRAM // CG语言的代码块
// Physically based Standard lighting model, and enable shadows on all light types
#pragma surface surf Standard // fullforwardshadows alpha addshadow // 编译指令:#pragma surface 函数名 光照模型(函数) 其他选项
// Use shader model 3.0 target, to get nicer looking lighting
#pragma target 3.0 // 默认2.0
// 重新声明变量
half _Glossiness;
half _Metallic;
fixed4 _Color;
sampler2D _MainTex; // 纹理
struct Input
{
float2 uv_MainTex; // uv_纹理名 固定名称 类型在CG有多种,详见Unity手册
};
// 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)
void surf (Input IN, inout SurfaceOutputStandard o) // surf函数对应上面 无返回值 Input对应上方结构体 inout in/out 输入输出/输入/输出 传递类型SurfaceOutputStandard/SurfaceOutputStandardSpecular
{
// Albedo comes from a texture tinted by color
fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
o.Albedo = c.rgb; // 漫反射
// Metallic and smoothness come from slider variables
o.Metallic = _Metallic;
o.Smoothness = _Glossiness;
o.Alpha = c.a;
}
ENDCG
}
FallBack "Diffuse"
}