表面shader:是unity自己封装处理的shader;
unity封装了一些光照模型,可以直接使用;
Surface Shader:
1,没有pass通道,系统自动生成;
2,SubShader {
Tags { "RenderType"="Opaque" "Queue"="Transparent"}
LOD 200 层次细节
CGPROGRAM
// Physically based Standard lighting model, and enable shadows on all light types
#pragma surface surf Lambert alpha //alpha透明;
// Use shader model 3.0 target, to get nicer looking lighting
#pragma target 3.0
sampler2D _MainTex;
struct Input {
float2 uv_MainTex; //注意要加uv
} ;
//half _Glossiness;
//half _Metallic;
//fixed4 _Color;
void surf (Input IN, inout SurfaceOutput 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
}