Shader "Custom/test_2" {
//光照材质
Properties{
_Color("Main Color",Color) = (1,1,1,0)//主颜色
_SpecColor("Spec Color",Color) = (1,1,1,1)//反射高光颜色
_Emission("Emission",Color) = (0,0,0,0)//自发光颜色
_Shininess("Shininess",Range(0.01,1)) = 0.7//光泽度
}
SubShader{
Pass{
Material{
//可调节的漫反射光和环境反射颜色
Diffuse [_Color]
Ambient [_Color]
//光泽度
Shininess [_Shininess]
//高光颜色
Specular [_SpecColor]
//自发光颜色
Emission [_Emission]
}
Lighting On
}
}
}
Shader "Custom/test_3" {
//一个简单纹理载入Shader的方法
Properties{
//纹理
_MainTex("Main Tex",2D) = "White"{TexGen SphereMap}
}
SubShader{
Pass{
//设置纹理为属性中选择的纹理
SetTexture[_MainTex]{combine texture}
}
}
Fallback "Diffuse"
}
整合上面的光照shader
Shader "Custom/test_3" {
//光照材质
Properties{
_Color("Main Color",Color) = (1,1,1,0)//主颜色
_SpecColor("Spec Color",Color) = (1,1,1,1)//反射高光颜色
_Emission("Emission",Color) = (0,0,0,0)//自发光颜色
_Shininess("Shininess",Range(0.01,1)) = 0.7//光泽度
_MainTex("Main Tex",2D) = "White"{}
}
SubShader{
Pass{
Material{
//可调节的漫反射光和环境反射颜色
Diffuse [_Color]
Ambient [_Color]
//光泽度
Shininess [_Shininess]
//高光颜色
Specular [_SpecColor]
//自发光颜色
Emission [_Emission]
}
//开启光照
Lighting On
//开启独立镜面反射
SeparateSpecular On
//设置纹理并进行纹理混合
SetTexture [_MainTex]
{
Combine texture * primary DOUBLE,texture * primary
}
}
}
}