Shader "Custom/NewSurfaceShader"
{
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
_BumpMap("BumpMap",2D)="bump"{}//法线
_BumpScale("_BumpScale",float)=1
_ColorTint("ColorTint",Color)=(1,1,1,1)
_RimColor("RimColor",Color)=(1,0,0,1)
_RimPower("RimPower",Range(0.1,8.0))=1
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 200
CGPROGRAM
// Physically based Standard lighting model, and enable shadows on all light types
#pragma surface surf Standard fullforwardshadows finalcolor:final
// Use shader model 3.0 target, to get nicer looking lighting
#pragma target 3.0
sampler2D _MainTex;
sampler2D _BumpMap;
struct Input
{
float2 uv_MainTex;
float2 uv_BumpMap;
float3 viewDir;
};
float _BumpScale;
half _Glossiness;
half _Metallic;
fixed4 _Color;
fixed4 _ColorTint;
fixed4 _RimColor;
float _RimPower;
// 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;
float3 normal=UnpackNormal(tex2D(_BumpMap,IN.uv_BumpMap));//法线处理
normal.xy*=_BumpScale;
o.Normal=normal;
half rim=1.0-saturate(dot(normalize(IN.viewDir),o.Normal));
o.Emission=_RimColor*pow(rim,_RimPower);
}
void final(Input IN, SurfaceOutputStandard o,inout fixed4 color )
{
color*=_ColorTint;
}
ENDCG
}
FallBack "Diffuse"
}
surface内发光
于 2022-09-15 22:46:16 首次发布
这篇博客详细介绍了如何使用Unity的Custom Shader创建一个带有颜色调整、金属光泽、法线贴图和边缘高光效果的表面着色器。通过CGPROGRAM部分,作者展示了如何处理纹理、光照和实例化,适合学习高级材质技术的开发者。
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