// Upgrade NOTE: replaced '_World2Object' with 'unity_WorldToObject'
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "LXC/11 Single Texture"{
Properties{
_Color("Color",Color)=(1,1,1,1) //纹理颜色
_MainTex("Main Tex",2D)="white"{} //纹理,默认白色图片
_Specular("Specular Color",Color) = (1,1,1,1)
_Gloss("Gloss",Range(10,200)) = 20
}
SubShader{
Pass{
Tags{"LightMode" = "ForwardBase"}
CGPROGRAM
#include "Lighting.cginc"
#pragma vertex vert
#pragma fragment frag
fixed4 _Color; //纹理颜色
sampler2D _MainTex; //定义图片
fixed4 _Specular;
half _Gloss;
struct a2v {
float4 vertex:POSITION;
float3 normal:NORMAL;
float4 textcoord:TEXCOORD0; //取得纹理坐标
};
struct v2f {
float4 svPos:SV_POSITION
Shader-映射纹理
最新推荐文章于 2023-08-04 14:44:56 发布
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