SurfaceOutput:
Input:
Lighting:光照
shadow:阴影
只是对顶点和片段着色器的一种包装。
Shader "Custom/SurfaceShader" {
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是编译指令 他的各式就是#号开头
//surface:代表我们用surface的方式来写shader
//surf :函数名 就是下面的 void surf 。。。。
//Standard:光照模型,实际上也是一个函数
#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;//纹理采样 必须以uv开头 或者uv2 开头 代表第一套uv或者第二套uv
};
half _Glossiness;
half _Metallic;
fixed4 _Color;
UNITY_INSTANCING_CBUFFER_START(Props)
// put more per-instance properties here
UNITY_INSTANCING_CBUFFER_END
//无返回值 两个参数 input 从外面输入 inout 既是输入 也是输出
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;//漫反射的颜色值
// Metallic and smoothness come from slider variables
o.Metallic = _Metallic; //金属度
o.Smoothness = _Glossiness;//金属光滑度 其实就是高光区域大小的控制
o.Alpha = c.a;
}
ENDCG
}
FallBack "Diffuse"
}