Unity 5.6 Basic shader framework
Unity Shader参考入口
Shader "Unlit/NewUnlitShader"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float4 vertex : SV_POSITION;
float2 uv : TEXCOORD0;
};
sampler2D _MainTex;
float4 _MainTex_ST;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
// sample the texture
fixed4 col = tex2D(_MainTex, i.uv);
return col;
}
ENDCG
}
}
}
Shader "Example/Diffuse Simple" {
SubShader {
Tags { "RenderType" = "Opaque" }
CGPROGRAM
#pragma surface surf Lambert
struct Input {
float4 color : COLOR;
};
void surf (Input IN, inout SurfaceOutput o) {
o.Albedo = 1;
}
ENDCG
}
Fallback "Diffuse"
}
Shader "Example/Diffuse Texture" {
Properties {
_MainTex ("Texture", 2D) = "white" {}
}
SubShader {
Tags { "RenderType" = "Opaque" }
CGPROGRAM
#pragma surface surf Lambert
struct Input {
float2 uv_MainTex;
};
sampler2D _MainTex;
void surf (Input IN, inout SurfaceOutput o) {
o.Albedo = tex2D (_MainTex, IN.uv_MainTex).rgb;
}
ENDCG
}
Fallback "Diffuse"
}
- Sample Bump Map:
UnpackNormal (tex2D (_BumpMap, IN.uv_BumpMap))
- Surface Shader 开启Alpha混合\Alpha测试
alpha:blend
alphatest