//基础纹理
//一张纹理代替物体的漫反射颜色
//使用Blinn-Phong光照模型计算光照
Shader "Unity shader book/Chapter 7/Single Texture" {
Properties {
_Color("Color Tinet",Color)=(1,1,1,1) //控制物体的整体颜色
_MainTex("Main Tex",2D) = "white"{}
_Specular("Specular",Color) = (1,1,1,1)
_Gloss("Gloss",Range(8.0,256)) = 20
}
SubShader{
Pass{
Tags{"LightMode" = "ForwardBase"}//定义光照流水线中的角色
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "Lighting.cginc"
fixed4 _Color;
sampler2D _MainTex;
float4 _MainTex_ST;
fixed4 _Specular;
float _Gloss;