本系列是学习UnityShader入门精要的笔记总结:
具体理论知识看书。
顶点片元着色器语法:
Shader "Unlit/001"
{
//属性块
Properties
{
_Int("Int",Int) = 2
_Float("Float",float) = 1.5
_Range("Range",range(0.0,2.0))= 1.0
_Color("Color",Color) = (1,1,1,1)
_Vector("Vector",Vector) = (1,4,3,8)
_MainTex("Texture", 2D) = "white" {}
_Cube("Cube",Cube) = "white"{}
_3D("3D",3D) = "black"{}
}
SubShader
{
//标签 可选 key = value
Tags
{
"Queue"="Transparent"//渲染顺序
"RenderType"="Opaque"//着色器替换功能
"DisableBatching" = "True"//是否进行合批
"ForceNoShadowCasting" = "True"//是否投射阴影
"IgnoreProjector"="True"//受不受Projector的影响,通常用于透明物体
"CanUseSpriteAltas" = "False"//是否用于图片的Shader,通常用于UI
"PreviewType"="Plane"//用作shader面板预览的类型
}
//Render设置 可选
//Cull off/back/front //选择渲染那个面
//ZTest Always/Less Greater/LEqual/GEqual/Equal/NotEqual //深度测试
//Zwrite off/on //深度写入
//Blend SrcFactor DstFactor//混合
//LOD 100 //不同情况下使用不同的LOD,达到性能提升
//必须
Pass
{
//Name "Default" //Pass通道名称
Tags
{
"LightMode"="ForwardBase"//定义该Pass通道在Unity渲染流水中的角色
//"RequireOptions"="SoftVegetation"//满足某些条件时才渲染该Pass通道
} //可以在每个Pass通道里面进行定义
//Render设置 可以在每个Pass通道里面进行定义
//CG语言所写的代码,主要是顶点片元着色器
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
// make fog work
#pragma multi_compile_fog
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
UNITY_FOG_COORDS(1)
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _MainTex_ST;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
UNITY_TRANSFER_FOG(o,o.vertex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
// sample the texture
fixed4 col = tex2D(_MainTex, i.uv);
// apply fog
UNITY_APPLY_FOG(i.fogCoord, col);
return col;
}
ENDCG
}
}
//Fallback "Legacy Shaders/Transparent/VertexLit" Fallback Off //当上面shader运行不了的时候会使用下面shader渲染
}
SurfaceShader语法:(创建就自带)
Shader "Custom/001SurfaceShader" {
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" }
LOD 200
CGPROGRAM
// Physically based Standard lighting model, and enable shadows on all light types
#pragma surface surf Standard fullforwardshadows
// Use shader model 3.0 target, to get nicer looking lighting
#pragma target 3.0
sampler2D _MainTex;
struct Input {
float2 uv_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 assumeuniformscaling
UNITY_INSTANCING_BUFFER_START(Props)
// put more per-instance properties here
UNITY_INSTANCING_BUFFER_END(Props)
void surf (Input IN, inout SurfaceOutputStandard o) {
// Albedo comes from a texture tinted by color
fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
o.Albedo = c.rgb;
// Metallic and smoothness come from slider variables
o.Metallic = _Metallic;
o.Smoothness = _Glossiness;
o.Alpha = c.a;
}
ENDCG
}
FallBack "Diffuse"
}