纹理其实可以用于存储任何表面属性。一种常见的用法就是使用渐变纹理来控制漫反射光照的结果。
Shader "MyShader/RampTexture"
{
Properties
{
_Color("Color Tint",Color) = (1,1,1,1)
_RampTex("Ramp Tex",2D) = "white"{}
_Specular("Specular",Color) = (1,1,1,1)
_Gloss("Gloss",Range(8.0,256)) = 20
}
SubShader
{
Pass
{
Tags{"LightMode" = "ForwardBase"}
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "Lighting.cginc"
fixed4 _Color;
sampler2D _RampTex;
float4 _RampTex_ST;
fixed4 _Specular;
float _Gloss;
struct a2v
{
float4 vertex:POSITION;
float3 worldNormal:NORMAL;
float4 texcoord:TEXCOORD0;
};
struct v2f
{
float4 pos :SV_POSITION;
float3 worl