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在 Unity5.2 及以上版本中,Unity 一共提供了 4 中 UnityShader 模板供咱们抉择,别离是:UnlitShader、SurfaceShader、ImageEffectShader、ComputeShader。
SurfaceShader:会产生一个蕴含了规范光照模型的外表着色器模板,代码如下:
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 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;
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"
}
Unlit Shader 会产生一个不蕴含光照(但蕴含雾效)的根本顶点 / 片元着色器,代码如下:
Shader “Unlit/UnlitShader”
{
Properties
{_MainTex ("Texture", 2D) = "white" {}}
SubShader
{Tags { "RenderType"="Opaque"}
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
// make fog work
#pragma multi_compile_fog
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
UNITY_FOG_COORDS(1)
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _MainTex_ST;
v2f vert (appdata v)
{
v2f o;
o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
UNITY_TRANSFER_FOG(o,o.vertex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
// sample the texture
fixed4 col = tex2D(_MainTex, i.uv);
// apply fog
UNITY_APPLY_FOG(i.fogCoord, col);
return col;
}
ENDCG
}
}
}
Image Effect Shader 则为咱们实现各种屏幕后处理成果提供了一个模板,代码如下:
Shader “Hidden/ImageEffectShader”
{
Properties
{_MainTex ("Texture", 2D) = "white" {}}
SubShader
{
// No culling or depth
Cull Off ZWrite Off ZTest Always
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
v2f vert (appdata v)
{
v2f o;
o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
o.uv = v.uv;
return o;
}
sampler2D _MainTex;
fixed4 frag (v2f i) : SV_Target
{fixed4 col = tex2D(_MainTex, i.uv);
// just invert the colors
col = 1 - col;
return col;
}
ENDCG
}
}
}
Compute Shader 会产生一张非凡的 Shader 文件,这类 Shader 旨在利用 GPU 的并行性来进行一些与惯例渲染流水线无关的计算,
与失常着色器相似,Compute 着色器是我的项目中的资源文件,具备 * .compute 文件扩展名。它们是用 DirectX 11 格调的 HLSL 语言编写的,用最大量的 #pragma 编译指令来批示哪些函数要编译为计算着色器内核。
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