In unity, the performance of the fixed pipeline shader is the best.
What is a fixed line?
Fixed rendering pipeline-this is the standard Geometry & Lighting (T&L) pipeline with a fixed function that controls the world, vision, projection transformations, and fixed lighting control and texture blending. T&l pipelines can be rendered with state control, matrix, illumination and mining parameters.
The following is an example of a fixed pipeline shader:
Shader"sbin/ff1" { //Fixed PipelineProperties {//variable Name ("description name", type) = value_color ("Main body", color) = (1,1,1,1) _ambient ("Ambient Light", color) = (0.3,0.3,0.3,0.3) _specular ("High-Gloss", color) = (1,1,1,1) //variable Name ("description name", Range (region minimum, region maximum) = default value_shininess ("High light intensity", Range (0,8))=4_emission ("Spontaneous Light", color) = (1,1,1,1)} subshader {pass {//Color (1, 1, 0, 1)//Color[_color]material {Diffuse[_color] ambient[_ambient] Specular[_specul AR] shininess[_shininess] emission[_emission]} lighting on Separatespecular on//Specular Highlights } } //FallBack "Diffuse"}
Key words:
Material: Object Material properties
Diffuse: Body Color
Ambient: Ambient light color
Specular: high-Gloss color
Shininess: High light intensity, more smooth objects, high light intensity value should be greater.
Emission: self-luminous color
:
[Unity] Shader (shader) fixed line