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  • shader 关键字

    //http://blog.csdn.net/poem_qianmo/article/details/49556461
    Shader "Custom/Surface/MainText_1"
    {
    	Properties
    	{
    		//2D、Rect、Cube的默认值后面可以跟上{}
    		//TexGen texgenmode : 自动生成贴图的uv坐标。texgenmode参数可以是:ObjectLinear, EyeLinear, SphereMap, CubeReflect, CubeNormal; 都直接对应到OpenGL的texgen模式。如果用户用了自定义的顶点方法,那么TexGen会被unity忽略。
    		_Range("Range",Range(0,1)) = 0
    		_Color("Color",Color) = (1,1,1,1)
    		//创建一个图片选择框,可以让用户选择贴图
    		_2D("2D",2D) = "white"
    		//创建一个non-power-of-2贴图选择框,功能基本跟2D想同
    		_Rect("Rect",Rect) = "white"
    		//创建一个选择Cubmap的框
    		_Cube("Cube",Cube) = "white"
    		_Float("Float",Float) = 1
    		_Vector("Vector",Vector) = (1,1,1,1)
    
    
    		_MainTexture("MainTexture",2D) = "white"
    	}
    
    	SubShader
    	{
    		//Camera.RenderWithShader 或 Camera.SetReplacementShader
    		//RenderType Opaque Transparent Background Overlay
    		//Queue Background Geometry AlphaTest Transparent Overlay + 1
    		//ForceNoShadowCasting
    		//IgnoreProjector
    		Tags{"RenderType" = "Opaque" "Test" = "1" "Queue" = "Geometry"}
    
    		//Shader.globalMaximumLOD
    		//VertexLit kind of shaders = 100
    		//Decal, Reflective VertexLit = 150
    		//Diffuse = 200
    		//Diffuse Detail, Reflective Bumped Unlit, Reflective Bumped VertexLit = 250
    		//Bumped, Specular = 300
    		//Bumped Specular = 400
    		//Parallax = 500
    		//Parallax Specular = 600
    		LOD 200
    
    		//http://blog.csdn.net/ecidevilin/article/details/52864349.
    		//Blend Off     不混合
    		//Blend SrcFactor DstFactor  SrcFactor是源系数,DstFactor是目标系数
    		//Blend SrcAlpha  OneMinusSrcAlpha:
    		//...
    		Blend One One
    		
    		//On/Off,默认值为On
    		ZWrite On
    
    		//Greater/GEqual/Less/LEqual/Equal/NotEqual/Always/Never/Off,默认值为LEqual
    		//当ZTest取值为Off时,表示的是关闭深度测试,等价于取值为Always
    		ZTest Off
    
    		//Cull Off 不剔除
    		//Cull Back 剔除背面(背向摄像机的面)
    		//Cull Front 剔除前面 (朝向摄像机的面)
    		Cull Back
    
    		//read
    		//Lighting Off On
    
    		//read
    		//1.Fog{ Fog Commands }
    		//2.Mode Off | Global | Linear | Exp | Exp2(雾的模式,缺省值是Global)
    		//3.Color ColorValue(雾的颜色)
    		//4.Density FloatValue(雾的浓度,影响Exp / Exp2)
    		//5.Range FloatValue, FloatValue(雾的开始和结束距离,影响Linear)
    		//Fog{ Mode Linear Color[_Color] Range[_From],[_To] Density[_Density] }
    		Fog{ Color(0,0,0,0) }
    
    		CGPROGRAM
    		//http://blog.csdn.net/ecidevilin/article/details/52879485
    		#pragma surface surf Standard
    
    		//2.0, Direct3D 9 (默认缺省值)。支持32张贴图 + 64个计算
    		//有限的算术和材质说明 , 没有顶点纹理采样 , 在片段着色器没有衍生品
    		//3.0, Direct3D 9。支持512张贴图 + 512个计算
    		//4.0, 只支持DirectX 11。
    		//5.0, 只支持DirectX 11
    		#pragma target 3.0
    		
    
    		sampler2D _MainTexture;
    
    		struct Input {
    			float2 uv_MainTexture;
    		};
    
    		void surf(Input IN, inout SurfaceOutputStandard o) 
    		{
    			fixed4 c = tex2D(_MainTexture, IN.uv_MainTexture);
    			o.Albedo = c.rgb;
    		}
    		ENDCG
    	}
    	FallBack "Diffuse"
    
    	//CustomEditor "StandardShaderGUI"
    }
    

      

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  • 原文地址:https://www.cnblogs.com/AlanCheng/p/7735472.html
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