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shader
Ayjtymhh
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shader库
#ifndef MY_CGING#define MY_CGING//兰伯特float Lambert1 (float3 n,float3 l){ float Dot1 = dot(n,l); float lambert = max(0.0,Dot1); return lambert;} //半兰伯特float HalfLambert1 (float3 l,float3 n){ float halfLambert= (do.原创 2021-07-12 02:08:33 · 175 阅读 · 0 评论 -
法线贴图
Shader "Custom/NormalMap"{ Properties { _NormalMap("法线贴图",2d) = "bump"{} } SubShader { Tags { "RenderType"="Opaque" } LOD 200 Pass { Name "FORWARD" T.原创 2021-07-09 18:15:37 · 89 阅读 · 0 评论 -
复制粘贴用
_("",2d) = "whitr"{} //法线"bump" _ ("",color) = (1.0,1.0,1.0,1.0)uniform sampler2D _uniform float3 _float4 vertex : POSITION; //顶点float4 normal : NORMAL; //法线float2 uv0 : TEXCOORD0;float4 pos : SV_POSITION; //屏幕顶点f..原创 2021-07-08 02:48:21 · 72 阅读 · 0 评论 -
oldschool-P
Shader "Custom/oldschool-P"{ Properties { _Color ("Color",Color) = (1,1,1,1) _SpecularPower ("SpecularPower", Range(1,50)) = 1 _SpecularColor ("SpecularColor",Color) = (1,1,1,1) } SubShader { Tags { .原创 2021-07-07 02:34:26 · 43 阅读 · 0 评论 -
Phong
Shader "Custom/Phong"{ Properties { _SpecularPower ("SpecularPower", Range(1,50)) = 1 } SubShader { Tags { "RenderType"="Opaque" } LOD 200 Pass { Name "FORWARD" Tag.原创 2021-07-06 23:16:14 · 55 阅读 · 0 评论 -
Half Lambert
Shader "Custom/Half Labeter" { Properties { } SubShader { Tags { "RenderType"="Opaque" } LOD 200 Pass { Name "FORWARD" Tags { "LightMode"="ForwardBase" .原创 2021-07-06 02:07:19 · 106 阅读 · 0 评论 -
lambert
Shader "Custom/lambert"{ Properties { } SubShader { Tags { "RenderType"="Opaque" } LOD 200 Pass { Name "FORWARD" Tags { "LightMode"="ForwardBase" .原创 2021-07-06 01:44:34 · 60 阅读 · 0 评论