[Unity] Shader (shader) fixed line

Source: Internet
Author: User

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

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