Shader "Custom/Shader" {
Properties {
_MainTex ("Base (RGB)", 2D) = "white" {}
}
SubShader {
Tags { "RenderType"="Opaque" }
LOD 200
CGPROGRAM
#pragma surface surf Lambert
sampler2D _MainTex;
struct Input {
float2 uv_MainTex;
};
void surf (Input IN, inout SurfaceOutput o) {
half4 c = tex2D (_MainTex, IN.uv_MainTex);
o.Albedo = c.rgb;
o.Alpha = c.a;
}
ENDCG
}
FallBack "Diffuse"
}
Shader "husheng/BasicDiffuse"
Shader "husheng/BasicDiffuse"
{
Properties
{
_EmissiveColor ("Emissive Color", Color) = (1,1,1,1)
_AmbientColor ("Ambient Color", Color) = (1,1,1,1)
_MySliderValue ("This is a Slider", Range(0,10)) = 2.5
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 200
CGPROGRAM
#pragma surface surf BasicDiffuse
float4 _EmissiveColor;
float4 _AmbientColor;
float _MySliderValue;
inline float4 LightingBasicDiffuse (SurfaceOutput s, fixed3 lightDir, fixed atten)
{
float difLight = max(0, dot (s.Normal, lightDir));
float4 col;
col.rgb = s.Albedo * _LightColor0.rgb * (difLight * atten * 2);
col.a = s.Alpha;
return col;
}
struct Input
{
float2 uv_MainTex;
};
void surf (Input IN, inout SurfaceOutput o)
{
float4 c;
c = pow((_EmissiveColor + _AmbientColor), _MySliderValue);
o.Albedo = c.rgb;
o.Alpha = c.a;
}
ENDCG
}
FallBack "Diffuse"
}版权声明:本文为博主原创文章,未经博主允许,随便转载。
原文地址:http://blog.csdn.net/husheng0/article/details/48747029