Shader "Custom/sfceshader" {
Properties {
_Color ("Color", Color) = (1,1,1,1)
_MainTex ("Albedo (RGB)", 2D) = "white" {} //主纹理
_Glossiness ("Smoothness", Range(0,1)) = 0.5 //高光玻璃
_Metallic ("Metallic", Range(0,1)) = 0.0 //金属材质
}
SubShader {
Tags { "RenderType"="Opaque" } //Tags { "RenderType"="Opaque" "queue"="transparent" 透明序列 }
LOD 200
CGPROGRAM
// Physically based Standard lighting model, and enable shadows on all light types
#pragma surface surf Standard fullforwardshadows //Laberte 老引擎 Standard 是新引擎 添加透明alpha 通道 添加阴影addshadow
// Use shader model 3.0 target, to get nicer looking lighting
#pragma target 3.0
sampler2D _MainTex; //声明主材质类型
struct Input {
float2 uv_MainTex; //前面一定要加uv_材质才生效
};
half _Glossiness; //浮点型
half _Metallic;
fixed4 _Color; //4阶向量
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;
// Metallic and smoothness come from slider variables
o.Metallic = _Metallic;
o.Smoothness = _Glossiness;
o.Alpha = c.a;
}
ENDCG
}
FallBack "Diffuse" //会自动添加阴影通道
}
Properties {
_Color ("Color", Color) = (1,1,1,1)
_MainTex ("Albedo (RGB)", 2D) = "white" {} //主纹理
_Glossiness ("Smoothness", Range(0,1)) = 0.5 //高光玻璃
_Metallic ("Metallic", Range(0,1)) = 0.0 //金属材质
}
SubShader {
Tags { "RenderType"="Opaque" } //Tags { "RenderType"="Opaque" "queue"="transparent" 透明序列 }
LOD 200
CGPROGRAM
// Physically based Standard lighting model, and enable shadows on all light types
#pragma surface surf Standard fullforwardshadows //Laberte 老引擎 Standard 是新引擎 添加透明alpha 通道 添加阴影addshadow
// Use shader model 3.0 target, to get nicer looking lighting
#pragma target 3.0
sampler2D _MainTex; //声明主材质类型
struct Input {
float2 uv_MainTex; //前面一定要加uv_材质才生效
};
half _Glossiness; //浮点型
half _Metallic;
fixed4 _Color; //4阶向量
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;
// Metallic and smoothness come from slider variables
o.Metallic = _Metallic;
o.Smoothness = _Glossiness;
o.Alpha = c.a;
}
ENDCG
}
FallBack "Diffuse" //会自动添加阴影通道
}