学习,由易到难。
Surface Shaders实现:
Shader "Custom/sahder1.1" {
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;
float3 worldNormal;
float3 viewDir;
};
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);
o.Albedo = c.rgb;
// Metallic and smoothness come from slider variables
o.Metallic = _Metallic;
o.Smoothness = _Glossiness;
o.Alpha = c.a;
fixed3 c1=_Color*(1.0 - saturate(dot (normalize(IN.viewDir), normalize(IN.worldNormal))));
o.Emission =c1 ;
}
ENDCG
}
FallBack "Diffuse"
}
Vertex and Fragment Shaders实现
Shader "Custom/shader1.2" {
properties
{
_mainTex("mainTex",2D)="white"{}
_Color("Color",Color)=(1,1,0,0.5)
}
subshader
{
pass{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
float4 _Color;
sampler2D _mainTex;
struct v2f
{
float4 pos: SV_POSITION;
float2 uv:TEXCOOD0;
float4 p1:TEXCOOD1;
float4 p2:TEXCOOD2;
};
v2f vert(appdata_base v)
{
v2f o;
o.pos=mul(UNITY_MATRIX_MVP,v.vertex);
o.p1=mul(_Object2World,v.vertex);
o.p2=mul( _World2Object,v.normal );
o.uv=v.texcoord;
return o;
}
half4 frag(v2f i):COLOR{
half4 c=tex2D(_mainTex,i.uv);
float3 viewDir=_WorldSpaceCameraPos-i.p1;
fixed3 c1=_Color*(1-saturate(dot (normalize(viewDir), normalize(i.p2))));
half4 c2=half4(c1,0.5);
c+=c2;
return c;
}
ENDCG
}
}
}