Shader学习笔记1

本来还想写一些关于网络这一块的,UNet和Socket之类的,发现自己都不是很透彻,还是再看看吧,以后可能写,具体看工作用不用了。然后这一段时间在学Shader,打算写写笔记,入一个门,然后以后再说。。

下面是从别的博客拉过来的一个模板吧,解释的挺详细大家看看,是浅墨大神的。

Shader "Custom/NewSurfaceShader"
{
                 //------------------------------------【属性值】------------------------------------
                 Properties
                {
                                 //主颜色
                                _Color ( "Color" , Color ) = (1,1,1,1)
                                 //主纹理
                                _MainTex ( "Albedo (RGB)" , 2D ) = "white" {}
                                 //光泽度
                                _Glossiness ( "Smoothness" , Range (0,1)) = 0.5
                                 //金属度
                                _Metallic ( "Metallic" , Range (0,1)) = 0.0
                }

                 //------------------------------------【唯一的子着色器】------------------------------------
                 SubShader
                {
                                 //【注意:Surface Shader不能使用Pass,直接在SubShader中实现即可】

                                 //渲染类型设置:不透明
                                 Tags { "RenderType" = "Opaque" }

                                 //细节层次设为:200
                                 LOD 200

                                 //===========开启CG着色器语言编写模块===========
                                 CGPROGRAM

                                 //编译指令:告知编译器表明着色函数的名称为surf
                                 //Standard表示光照模型为Unity标准版光照模型
                                 //fullforwardshadows表示在正向渲染路径中支持所有阴影类型
                                 #pragma surface surf Standard fullforwardshadows

                                 //编译指令: 指定着色器编译目标为Shader Model 3.0
                                 #pragma target 3.0

                                 //变量的声明
                                 sampler2D _MainTex;

                                 //表面输入结构
                                 struct Input
                                {
                                                 float2 uv_MainTex; //纹理坐标
                                };

                                 //变量的声明
                                 half _Glossiness;
                                 half _Metallic;
                                 fixed4 _Color;

                                 //--------------------------------【表面着色函数】-----------------------------
                                 // 输入:表面输入结构体
                                 // 输出:Unity内置的SurfaceOutputStandard结构体
                                 // SurfaceOutputStandard原型如下:
                                 /*
                                                struct SurfaceOutputStandard
                                                {
                                                                fixed3 Albedo;                                      // 漫反射颜色
                                                                fixed3 Normal;                                       // 切线空间法线
                                                                half3 Emission;                                     //自发光
                                                                half Metallic;                                                         // 金属度;取0为非金属, 取1为金属
                                                                half Smoothness;                 // 光泽度;取0为非常粗糙, 取1为非常光滑
                                                                half Occlusion;                                     // 遮挡(默认值为1)
                                                                fixed Alpha;                                                          // 透明度
                                                };
                                */
                                 //---------------------------------------------------------------------------------
                                 void surf(Input IN , inout SurfaceOutputStandard o)
                                {
                                                 //【1】漫反射颜色为主纹理对应的纹理坐标,并乘以主颜色
                                                 fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
                                                 //【2】将准备好的颜色的rgb分量作为漫反射颜色
                                                o.Albedo = c.rgb;
                                                 //【3】金属度取自属性值
                                                o.Metallic = _Metallic;
                                                 //【4】光泽度也取自属性值
                                                o.Smoothness = _Glossiness;
                                                 //【5】将准备好的颜色的alpha分量作为Alpha分量值
                                                o.Alpha = c.a;
                                }

                                 //===========结束CG着色器语言编写模块===========
                                 ENDCG
                }
                 //备胎为漫反射
                 FallBack "Diffuse"
}

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