Shader "Example/Rim" {
Properties { //此处是暴漏给美工的外部参数
_MainTex ("Texture", 2D) = "white" {}
_BumpMap ("Bumpmap", 2D) = "bump" {}
_RimColor ("Rim Color", Color) = (0.26,0.19,0.16,0.0)
_RimPower ("Rim Power", Range(0.5,8.0)) = 3.0 //slider
}
SubShader {
Tags { "RenderType" = "Opaque" }
CGPROGRAM
#pragma surface surf Lambert //Lambert 光照模型
struct Input { // 以下都是内置的渲染图上采样点对应的属性,与fogshader相同
float2 uv_MainTex;
float2 uv_BumpMap;
float3 viewDir;
};
sampler2D _MainTex; // 属性中声明的变量再次声明,才能使用!
sampler2D _BumpMap;
float4 _RimColor;
float _RimPower; // 属性中声明的变量再次声明,才能使用!
void surf (Input IN, inout SurfaceOutput o) { // 该方法的参数声明是固定的不能改变!
o.Albedo = tex2D (_MainTex, IN.uv_MainTex).rgb;
o.Normal = UnpackNormal (tex2D (_BumpMap, IN.uv_BumpMap));
half rim = 1.0 - saturate(dot (normalize(IN.viewDir), o.Normal));
o.Emission = _RimColor.rgb * pow (rim, _RimPower); //在方法体中把想改变的属性输出到相应的 o(输出)即可, 该方法每一个采样点遍历一次!
}
ENDCG
}
Fallback "Diffuse"
}
Properties { //此处是暴漏给美工的外部参数
_MainTex ("Texture", 2D) = "white" {}
_BumpMap ("Bumpmap", 2D) = "bump" {}
_RimColor ("Rim Color", Color) = (0.26,0.19,0.16,0.0)
_RimPower ("Rim Power", Range(0.5,8.0)) = 3.0 //slider
}
SubShader {
Tags { "RenderType" = "Opaque" }
CGPROGRAM
#pragma surface surf Lambert //Lambert 光照模型
struct Input { // 以下都是内置的渲染图上采样点对应的属性,与fogshader相同
float2 uv_MainTex;
float2 uv_BumpMap;
float3 viewDir;
};
sampler2D _MainTex; // 属性中声明的变量再次声明,才能使用!
sampler2D _BumpMap;
float4 _RimColor;
float _RimPower; // 属性中声明的变量再次声明,才能使用!
void surf (Input IN, inout SurfaceOutput o) { // 该方法的参数声明是固定的不能改变!
o.Albedo = tex2D (_MainTex, IN.uv_MainTex).rgb;
o.Normal = UnpackNormal (tex2D (_BumpMap, IN.uv_BumpMap));
half rim = 1.0 - saturate(dot (normalize(IN.viewDir), o.Normal));
o.Emission = _RimColor.rgb * pow (rim, _RimPower); //在方法体中把想改变的属性输出到相应的 o(输出)即可, 该方法每一个采样点遍历一次!
}
ENDCG
}
Fallback "Diffuse"
}