- settexture
- combine
- constantcolor
- blend
- tags
Shader "MyShader/Lesson6" {
Properties{
_Color ("Main Color",COLOR) =(1,1,1,1)
_Ambient ("Ambient",COLOR) =(0.3,0.3,0.3,1)//(1,1,1,1) 全白
_Specular ("Specular",COLOR) =(1,1,1,1)
_Shininess ("Shininess",Range(0,8)) =4
_Emission ("Emission",COLOR) =(1,1,1,1)
_MainTex ("MainTex",2D) ="white"{}
_SecondTex ("SecondTex",2D) =""{}
_Constant ("ConstantColor",COLOR) =(1,1,1,0.3)
}
SubShader {
Tags { "Queue" = "Transparent" }
Pass{
Blend SrcAlpha OneMinusSrcAlpha // Alpha blending
//1
//color(1,0,0,1)//(R,G,B,A)
//2
//color[_Color]//[]表示参数值,()表示固定值
//3
Material{
Diffuse [_Color]//漫反射 //全黑,原因是没有光照
Ambient [_Ambient]//环境光
Specular [_Specular]//高光 //没效果,原因没有SeparateSpecular
Shininess [_Shininess]//高光区域
Emission [_Emission]//自发光
}
lighting on//光照
SeparateSpecular on//独立镜面高光
SetTexture[_MainTex]
{
Combine texture * primary double
}
SetTexture[_SecondTex]
{
ConstantColor[_Constant]
Combine texture * previous double,texture*Constant
}
}
}
}