UnityShader---基本语法(内置渲染管线)---1

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"
}

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