写一段unity里的hlsl语言shader
时间: 2023-10-24 18:34:39 浏览: 195
下面是一个简单的Unity中的HLSL语言Shader示例,用于创建一个基本的材质效果:
Shader "Custom/NewShader" {
Properties {
_MainTex ("Texture", 2D) = "white" {}
_Color ("Color", Color) = (1,1,1,1)
_Glossiness ("Smoothness", Range(0,1)) = 0.5
_Metallic ("Metallic", Range(0,1)) = 0.0
}
SubShader {
Tags {"Queue"="Transparent" "RenderType"="Opaque"}
LOD 100
CGPROGRAM
#pragma surface surf Standard
sampler2D _MainTex;
fixed4 _Color;
float _Glossiness;
float _Metallic;
struct Input {
float2 uv_MainTex;
};
void surf (Input IN, inout SurfaceOutputStandard o) {
fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
o.Albedo = c.rgb;
o.Metallic = _Metallic;
o.Smoothness = _Glossiness;
o.Alpha = c.a;
}
ENDCG
}
FallBack "Diffuse"
}
在这个例子中,我们定义了一个名为“Custom/NewShader”的新材质,并添加了几个属性,如纹理、颜色、光滑度和金属度。我们还指定了一个子着色器,该着色器使用透明队列和不透明渲染类型标记,并设置了默认的LOD级别。
在着色器程序中,我们定义了我们将要使用的纹理和属性变量,并编写了一个名为“surf”的表面函数。在这个函数中,我们使用纹理变量和颜色变量来计算表面颜色,并使用光滑度和金属度变量来设置材质的外观。
最后,我们将默认着色器设置为“Diffuse”,以便在没有自定义着色器的情况下回退到标准的Unity漫反射着色器。
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