Shader "BlinnPhong"
{
Properties
{
_MainTex("MainTex", 2D) = "white" {}
_MainTint("MainTint", Color) = (1, 1, 1, 1)
_SpecPower("SpecPower", Range(0, 1)) = 0.5
}
SubShader
{
Tags
{
"RenderType" = "Opaque"
}
LOD 200
CGPROGRAM
#pragma surface surf BlinnPhong
sampler2D _MainTex;
float4 _MainTint;
float _SpecPower;
struct Input
{
float2 uv_MainTex;
};
void surf(Input IN, inout SurfaceOutput o)
{
half4 c = tex2D(_MainTex, IN.uv_MainTex) * _MainTint;
o.Specular = _SpecPower;
o.Gloss = 1.0;
o.Albedo = c.rgb;
o.Alpha = c.a;
}
ENDCG
}
}
利用镜面反射让游戏闪耀起来 - 利用Unity3D内置的高光模型
最新推荐文章于 2021-07-29 14:00:48 发布