SurfaceOutput:
Input:
Lighting:光照
shadow:阴影
只是对顶点和片段着色器的一种包装。
Shader "Custom/SurfaceShader" { 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是编译指令 他的各式就是#号开头 //surface:代表我们用surface的方式来写shader //surf :函数名 就是下面的 void surf 。。。。 //Standard:光照模型,实际上也是一个函数 #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;//纹理采样 必须以uv开头 或者uv2 开头 代表第一套uv或者第二套uv }; half _Glossiness; half _Metallic; fixed4 _Color; UNITY_INSTANCING_CBUFFER_START(Props) // put more per-instance properties here UNITY_INSTANCING_CBUFFER_END //无返回值 两个参数 input 从外面输入 inout 既是输入 也是输出 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;//漫反射的颜色值 // Metallic and smoothness come from slider variables o.Metallic = _Metallic; //金属度 o.Smoothness = _Glossiness;//金属光滑度 其实就是高光区域大小的控制 o.Alpha = c.a; } ENDCG } FallBack "Diffuse" }