struct SurfaceOutput
{
fixed3 Albedo;// diffuse color
fixed3 Normal;// tangent space normal, if written
fixed3 Emission;
half Specular;// specular power in 0..1 rangefixed Gloss;// specular intensityfixed Alpha;// alpha for transparencies};
2.physically based lighting models
Standard
struct SurfaceOutputStandard
{
fixed3 Albedo;// base (diffuse or specular) color
fixed3 Normal;// tangent space normal, if written
half3 Emission;
half Metallic;// 0=non-metal, 1=metal
half Smoothness;// 0=rough, 1=smooth
half Occlusion;// occlusion (default 1)fixed Alpha;// alpha for transparencies};
StandardSpecular
struct SurfaceOutputStandardSpecular
{
fixed3 Albedo;// diffuse color
fixed3 Specular;// specular color
fixed3 Normal;// tangent space normal, if written
half3 Emission;
half Smoothness;// 0=rough, 1=smooth
half Occlusion;// occlusion (default 1)fixed Alpha;// alpha for transparencies};
输出结构1.Standardstruct SurfaceOutput{ fixed3 Albedo; // diffuse color fixed3 Normal; // tangent space normal, if written fixed3 Emission; half Specular; // specular power in 0..1 r...