UnityShader
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Unity着色器和屏幕特效开发秘籍 顶点-片元着色器实现系列-Phong
表面着色器实现:Shader "Phong" { Properties { _MainTex("Base(RGB)",2D) = ""{} _MainTint("Main Tint",Color) = (1,1,1,1) _SpecularColor("Specular Color",Color) = (1,1,1,1) _SpecPower("Specular Power&qu原创 2018-03-07 17:00:41 · 204 阅读 · 0 评论 -
Unity着色器和屏幕特效开发秘籍 顶点-片元着色器实现系列-SpecularMask
表面着色器实现:Shader "SpecularMask" { Properties { _MainTex("Base(RGB)",2D) = ""{} _MainTint("Main Tint",Color) = (1,1,1,1) _SpecularColor("Specular Color",Color) = (1,1,1,1) _SpecPower("Specular .原创 2018-03-07 18:14:37 · 358 阅读 · 0 评论 -
Unity着色器和屏幕特效开发秘籍 顶点-片元着色器实现系列-BRDFDiffuse
表面着色器实现:Shader "BRDFDiffuse" { Properties { _EmissiveColor("Emissive Color",Color) = (1,1,1,1) _AmbientColor("Ambient Color",Color) = (1,1,1,1) _SilderValue("This is a Silder",Range(0,10)) = 2...原创 2018-02-28 10:21:36 · 295 阅读 · 0 评论 -
Unity着色器和屏幕特效开发秘籍 顶点-片元着色器实现系列-ScrollUVx
表面着色器实现:Shader "ScrollUVs" { Properties { _MainTex("Main Tex",2D) = "white"{} _MainTint("Main Tint",Color) = (1,1,1,1) _ScrollXSpeed("Scroll X Speed",Range(0,10)) = 2 _ScrollYSpeed("Scroll Y.原创 2018-03-01 20:42:41 · 156 阅读 · 0 评论 -
Unity着色器和屏幕特效开发秘籍 顶点-片元着色器实现系列-SimpleReflection
表面着色器实现:Shader "Custom/SampleReflection" { Properties { _MainTex("Base(RGB)",2D) = ""{} _MainTint("Main Tint",Color) = (1,1,1,1) _CubeMap("Cube Map",CUBE) = ""{} _ReflAmount("Reflec原创 2018-03-09 20:05:22 · 183 阅读 · 0 评论 -
Unity着色器和屏幕特效开发秘籍 顶点-片元着色器实现系列-NormalMapping
表面着色器实现:Shader "NormalMapping" { Properties { _MainTex("Base(RGB)",2D) = "white"{} _MainTint("Main Tint",Color) = (1,1,1,1) _NormalMap("NormalMap",2D) = "bump"{} _NormalIntensity("N原创 2018-03-02 19:27:13 · 163 阅读 · 0 评论 -
Unity着色器和屏幕特效开发秘籍 顶点-片元着色器实现系列-BasicDiffuse
BasicDiffuse表面着色器代码为:Shader "BasicDiffuse" { Properties { _EmissiveColor("Emissive Color",Color) = (1,1,1,1) _AmbientColor("Ambient Color",Color) = (1,1,1,1) _MySilderValue("This is a Silder",...原创 2018-02-24 16:55:03 · 227 阅读 · 0 评论 -
Unity着色器和屏幕特效开发秘籍 顶点-片元着色器实现系列-AnimatedSprite
表面着色器实现:Shader "AnimatedSprite" { Properties { _MainTex("Base(RGB)",2D) = ""{} _CellAmount("Cell Amount",Float) = 9.0 _Speed("Speed",Range(0.01,32)) = 12 } SubShader { Tags{"RenderType&quo原创 2018-03-04 19:45:10 · 197 阅读 · 0 评论