Here are some examples of surface shader. The following examples focus on using built-in lighting models, and for examples of how to use custom lighting models, see surface Shader Lighting Examples.
Simple
We will start with a very simple shader, and gradually improve on this basis. The following shader will place the surface color "white". It uses the built-in Lambert (diffuse) illumination model.
Shader"Example/diffuse Simple"{subshader {Tags {"Rendertype"="Opaque"} cgprogram#pragmaSurface Surf LambertstructInput {float4 color:color; }; voidSurf (Input in, InOut surfaceoutput o) {O.albedo=1; } ENDCG} Fallback"Diffuse" }
Here's what it's like to use two lights to act on a model:
Texture
An all-white object is too boring, so let's add a texture. We will add a Properties block to the shader so that we can get a texture selector in the material. The following bold changes are other:
Shader"Example/diffuse Texture"{Properties {_maintex ("Texture", 2D) =" White"{}} subshader {Tags {"Rendertype"="Opaque"} cgprogram #pragma Surface Surf LambertstructInput {float2 Uv_maintex; }; Sampler2d _maintex; voidSurf (Input in, InOut surfaceoutput o) {O.albedo=tex2d (_maintex, In.uv_maintex). RGB; } ENDCG} Fallback"Diffuse" }
Normal map
Let's add some discovery stickers:
Shader"Example/diffuse Bump"{Properties {_maintex ("Texture", 2D) =" White"{} _bumpmap ("BumpMap", 2D) ="Bump"{}} subshader {Tags {"Rendertype"="Opaque"} cgprogram#pragmaSurface Surf LambertstructInput {float2 Uv_maintex; FLOAT2 Uv_bumpmap; }; Sampler2d _maintex; Sampler2d _bumpmap; voidSurf (Input in, InOut surfaceoutput o) {O.albedo=tex2d (_maintex, In.uv_maintex). RGB; O.normal=Unpacknormal (tex2d (_bumpmap, In.uv_bumpmap)); } ENDCG} Fallback"Diffuse" }
Edge Illumination
Now try adding some edge lighting (Rim Lighting) to highlight the edges of an object. We will add some scattered light based on the angle between the surface normals and the line of sight. To do this, we'll use the built-in surface shader variablesviewDir。
Shader"Example/rim"{Properties {_maintex ("Texture", 2D) =" White"{} _bumpmap ("BumpMap", 2D) ="Bump"{} _rimcolor ("Rim Color", Color) = (0.26,0.19,0.16,0.0) _rimpower ("Rim Power", Range (0.5,8.0)) =3.0} subshader {Tags {"Rendertype"="Opaque"} cgprogram#pragmaSurface Surf LambertstructInput {float2 Uv_maintex; FLOAT2 Uv_bumpmap; FLOAT3 Viewdir; }; Sampler2d _maintex; Sampler2d _bumpmap; FLOAT4 _rimcolor; float_rimpower; voidSurf (Input in, InOut surfaceoutput o) {O.albedo=tex2d (_maintex, In.uv_maintex). RGB; O.normal=Unpacknormal (tex2d (_bumpmap, In.uv_bumpmap)); Half Rim=1.0-saturate (dot (normalize (in.viewdir), o.normal)); O.emission= _rimcolor.rgb *pow (rim, _rimpower); } ENDCG} Fallback"Diffuse" }
Detail Texture
To have a different effect, let's add a texture that combines the textures with the base texture. Detail textures Use the same uvs in the material, but often use different tiling. So we have to use different UV coordinates as input.
Shader"Example/detail"{Properties {_maintex ("Texture", 2D) =" White"{} _bumpmap ("BumpMap", 2D) ="Bump"{} _detail ("Detail", 2D) ="Gray"{}} subshader {Tags {"Rendertype"="Opaque"} cgprogram#pragmaSurface Surf LambertstructInput {float2 Uv_maintex; FLOAT2 Uv_bumpmap; FLOAT2 Uv_detail; }; Sampler2d _maintex; Sampler2d _bumpmap; Sampler2d _detail; voidSurf (Input in, InOut surfaceoutput o) {O.albedo=tex2d (_maintex, In.uv_maintex). RGB; O.albedo*= tex2d (_detail, In.uv_detail). RGB *2; O.normal=Unpacknormal (tex2d (_bumpmap, In.uv_bumpmap)); } ENDCG} Fallback"Diffuse" }
Using a checkerboard texture does not make much sense, but it shows the effect:
Unity shader--writing Surface Shaders (1)--surface Shader Examples