//http://blog.csdn.net/poem_qianmo/article/details/49556461
Shader "Custom/Surface/MainText_1"
{
Properties
{
//2D、Rect、Cube的默认值后面可以跟上{}
//TexGen texgenmode : 自动生成贴图的uv坐标。texgenmode参数可以是:ObjectLinear, EyeLinear, SphereMap, CubeReflect, CubeNormal; 都直接对应到OpenGL的texgen模式。如果用户用了自定义的顶点方法,那么TexGen会被unity忽略。
_Range("Range",Range(0,1)) = 0
_Color("Color",Color) = (1,1,1,1)
//创建一个图片选择框,可以让用户选择贴图
_2D("2D",2D) = "white"
//创建一个non-power-of-2贴图选择框,功能基本跟2D想同
_Rect("Rect",Rect) = "white"
//创建一个选择Cubmap的框
_Cube("Cube",Cube) = "white"
_Float("Float",Float) = 1
_Vector("Vector",Vector) = (1,1,1,1)
_MainTexture("MainTexture",2D) = "white"
}
SubShader
{
//Camera.RenderWithShader 或 Camera.SetReplacementShader
//RenderType Opaque Transparent Background Overlay
//Queue Background Geometry AlphaTest Transparent Overlay + 1
//ForceNoShadowCasting
//IgnoreProjector
Tags{"RenderType" = "Opaque" "Test" = "1" "Queue" = "Geometry"}
//Shader.globalMaximumLOD
//VertexLit kind of shaders = 100
//Decal, Reflective VertexLit = 150
//Diffuse = 200
//Diffuse Detail, Reflective Bumped Unlit, Reflective Bumped VertexLit = 250
//Bumped, Specular = 300
//Bumped Specular = 400
//Parallax = 500
//Parallax Specular = 600
LOD 200
//http://blog.csdn.net/ecidevilin/article/details/52864349.
//Blend Off 不混合
//Blend SrcFactor DstFactor SrcFactor是源系数,DstFactor是目标系数
//Blend SrcAlpha OneMinusSrcAlpha:
//...
Blend One One
//On/Off,默认值为On
ZWrite On
//Greater/GEqual/Less/LEqual/Equal/NotEqual/Always/Never/Off,默认值为LEqual
//当ZTest取值为Off时,表示的是关闭深度测试,等价于取值为Always
ZTest Off
//Cull Off 不剔除
//Cull Back 剔除背面(背向摄像机的面)
//Cull Front 剔除前面 (朝向摄像机的面)
Cull Back
//read
//Lighting Off On
//read
//1.Fog{ Fog Commands }
//2.Mode Off | Global | Linear | Exp | Exp2(雾的模式,缺省值是Global)
//3.Color ColorValue(雾的颜色)
//4.Density FloatValue(雾的浓度,影响Exp / Exp2)
//5.Range FloatValue, FloatValue(雾的开始和结束距离,影响Linear)
//Fog{ Mode Linear Color[_Color] Range[_From],[_To] Density[_Density] }
Fog{ Color(0,0,0,0) }
CGPROGRAM
//http://blog.csdn.net/ecidevilin/article/details/52879485
#pragma surface surf Standard
//2.0, Direct3D 9 (默认缺省值)。支持32张贴图 + 64个计算
//有限的算术和材质说明 , 没有顶点纹理采样 , 在片段着色器没有衍生品
//3.0, Direct3D 9。支持512张贴图 + 512个计算
//4.0, 只支持DirectX 11。
//5.0, 只支持DirectX 11
#pragma target 3.0
sampler2D _MainTexture;
struct Input {
float2 uv_MainTexture;
};
void surf(Input IN, inout SurfaceOutputStandard o)
{
fixed4 c = tex2D(_MainTexture, IN.uv_MainTexture);
o.Albedo = c.rgb;
}
ENDCG
}
FallBack "Diffuse"
//CustomEditor "StandardShaderGUI"
}