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Unity的shader入门介绍

这是和TA相关的一块技术,有时间可以学学计算机图形学对这块有帮助。

自己的代码

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Shader "Siki/MyShader"
{
Properties//属性
{
_Color("_Color",color)=(1,1,1,1)
_Vector("_Vector",vector)=(1,2,3,4)
_Int("_Int",int) = 2
_Float("_Float",float)=3.0
_Range("_Range",range(1,11)) =6
//_2D("_2D",2D) = "red"()
//_Cube("Cube",Cube) = "white"()
//_3D("3D",3D) = "black"()
}

SubShader//控制效果
{
pass
{
CGPROGRAM

#include "UnityCG.cginc"



fixed4 _Color;//float 2进制32位;half 2进制16位,正负6万;fixed 2进制 -2到+2
float4 _Vector;
float _Int;
float _Float;
float _Range;

//顶点函数,这里只是声明函数名
#pragma vertex vert
//片元函数
#pragma fragment frag

float4 vert(float4 v:POSITION):SV_POSITION
{
//float4 pos = mul(UNITY_MATRIX_MVP,v);
float4 pos = UnityObjectToClipPos(v);
return pos;

}

float4 frag():SV_TARGET0
{
return float4(0.5,0.5,1,1);
}


ENDCG
}
}

FallBack "VertexLit"
}







//以下是标准shader
//Shader "Custom/Shader1"
//{
// 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 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;
// };

// half _Glossiness;
// half _Metallic;
// fixed4 _Color;

// // Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader.
// // See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing.
// // #pragma instancing_options assumeuniformscaling
// UNITY_INSTANCING_BUFFER_START(Props)
// // put more per-instance properties here
// UNITY_INSTANCING_BUFFER_END(Props)

// 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;
// // Metallic and smoothness come from slider variables
// o.Metallic = _Metallic;
// o.Smoothness = _Glossiness;
// o.Alpha = c.a;
// }
// ENDCG
// }
// FallBack "Diffuse"
//}

siki案例截图

siki课程中的案例:
链接:
https://www.bilibili.com/video/BV1kk4y1R7Lc

siki01
siki02