//代码来自于官方
Shader "Custom/OfficialExam7_CubeMap" {
Properties {
_MainTex ("Base (RGB)", 2D) = "white" {}
_Cube("Cube Map",CUBE) = ""{}
_Range("Range",Range(0.1,5)) = 1
}
SubShader {
Tags { "RenderType"="Opaque" }
LOD 200
CGPROGRAM
#pragma surface surf Lambert
sampler2D _MainTex;
samplerCUBE _Cube;
float _Range;
struct Input {
float2 uv_MainTex;
float3 worldRefl;
};
void surf (Input IN, inout SurfaceOutput o) {
half4 c = tex2D (_MainTex, IN.uv_MainTex);
o.Albedo = c.rgb;
o.Alpha = c.a;
o.Emission = texCUBE(_Cube,IN.worldRefl).rgb*_Range;
}
ENDCG
}
FallBack "Diffuse"
}
Properties部分:
Properties {
_MainTex ("Base (RGB)", 2D) = "white" {}
_Cube("Cube Map",CUBE) = ""{}
_Ra