shader学习笔记(3)SurfaceShader

https://docs.unity3d.com/Manual/SL-SurfaceShaders.html
不需要编写pass通道,是对顶点和片源着色器的包装

SurfaceOutput

Input

lighting

shadow

struct SurfaceOutputStandard
{
    fixed3 Albedo;      // base (diffuse or specular) color
    fixed3 Normal;      // tangent space normal, if written
    half3 Emission;
    half Metallic;      // 0=non-metal, 1=metal
    half Smoothness;    // 0=rough, 1=smooth
    half Occlusion;     // occlusion (default 1)
    fixed Alpha;        // alpha for transparencies
};
struct SurfaceOutputStandardSpecular
{
    fixed3 Albedo;      // diffuse color
    fixed3 Specular;    // specular color
    fixed3 Normal;      // tangent space normal, if written
    half3 Emission;
    half Smoothness;    // 0=rough, 1=smooth
    half Occlusion;     // occlusion (default 1)
    fixed Alpha;        // alpha for transparencies
};
Shader "Custom/sf" {
	Properties {
		_Color ("Color", Color) = (1,1,1,1)
		_MainTex ("Albedo (RGB)", 2D) = "white" {}
		_Glossiness ("Smoothness", Range(0,1)) = 0.5
		_Metallic ("Metallic", Range(0,1)) = 0.0
	}
	SubShader {
		Tags { "RenderType"="Opaque" "Queue"="transparent" }//不透明物体
		LOD 200

		CGPROGRAM//从这句开始使用cg语法一直到ENDCG
		// pragma编译指令 surface 使用surfaceshader编译 surf函数名 Standard光照模型 fullforwardshadows其他选项具体见文档
		#pragma surface surf Standard fullforwardshadows alpha

		// Use shader model 3.0 target, to get nicer looking lighting
		#pragma target 3.0

		sampler2D _MainTex;

		struct Input {
			float2 uv_MainTex;//必须使用uv开头才能取到uv,后面是sampler2D变量名
		};

		half _Glossiness;
		half _Metallic;
		fixed4 _Color;

		UNITY_INSTANCING_BUFFER_START(Props)
		UNITY_INSTANCING_BUFFER_END(Props)

		//无返回值
		void surf (Input IN, inout SurfaceOutputStandard o) {
			// Albedo comes from a texture tinted by color
			fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;//tex2D对纹理进行采样
			o.Albedo = c.rgb;
			// Metallic and smoothness come from slider variables
			o.Metallic = _Metallic;
			o.Smoothness = _Glossiness;
			o.Alpha = c.a;
		}
		ENDCG
	}
	FallBack "Diffuse"
}

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