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"
}