Shader "Custom/SurfaceShader"{
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""RenderType"="Transparent"}
LOD 200
CGPROGRAM
// Physically based Standard lighting model, and enable shadows on all light types#pragma surface surf Standard fullforwardshadows alpha// Use shader model 3.0 target, to get nicer looking lighting#pragma target 3.0structInput{float2 uv_MainTex;};//与Properties声明一一对应sampler2D _MainTex;half _Glossiness;half _Metallic;fixed4 _Color;// Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader.// See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing.// #pragma instancing_options assumeuniformscalingUNITY_INSTANCING_BUFFER_START(Props)// put more per-instance properties hereUNITY_INSTANCING_BUFFER_END(Props)void surf (Input IN, inout SurfaceOutputStandard o){// Albedo comes from a texture tinted by color//使用纹理坐标对纹理采样fixed4 c = tex2D (_MainTex, IN.uv_MainTex)* _Color;
o.Albedo = c.rgb;//设置漫反射颜色// Metallic and smoothness come from slider variables
o.Metallic = _Metallic;
o.Smoothness = _Glossiness;
o.Alpha = c.a;}
ENDCG
}
FallBack "Diffuse"//有默认的阴影通道}