【速查手册:ShaderLab】Properties面板

ShaderLab的Properties面板

Shader "ABigDeal/COS_PropertiesShow"
{
	Properties
	{
		[Header(PropertiesShow)]
	    
	[Space(20)] [Header(Texture)]//贴图
		_Texture2D("2D", 2D) = "white" {}
		_Texture3D("3D", 3D) = "white" {}
		//法线
		[Normal] _Normal("Normal", 2D) = "white" {}
		_CubeMap("Cube", Cube) = "white" {}
		//没有向量的贴图
		[NoScaleOffset] _NoScaleOffset("NoScaleOffset", 2D) = "white" {}
		//定义长方形贴图        非二次幂                                
		_Rect("Rect",Rect) = "white" {}
		

	[Space(20)] [Header(Color And Vector)]//颜色和向量
		_Color("Color",Color)=(1,1,1,1)
		//HDR颜色
		[HDR] _HDR("HDR",Color) = (1,1,1,1)
		//伽马颜色
		[Gamma] _Gamma("Gamma",Color) = (1,1,1,1)
		_Vector("Vector",Vector) = (0.7,0.7,0.7,0.7)
		

	[Space(20)] [Header(Numbers and Sliders)]//数字和滑块
		_Range("Range",Range(0,1))=0.7
		_Float("Float",Float)=0.7
		_Int("Int", Int) = 7
		

	[Space(20)] [Header(Toggle)]//开关
		// Will set "_INVERT_ON" shader keyword when set
		[Toggle] _Toggle("Toggle",Float) = 0
		// Will set "ENABLE_FANCY" shader keyword when set.
		[Toggle(ENABLE_FANCY)] _Fancy("Fancy", Float) = 0
		[MaterialToggle] _MaterialToggle("MaterialToggle",Float)=0
		
		
	[Space(20)] [Header(Enum)]//枚举 
		// Blend mode values 混合模式值
		[Enum(UnityEngine.Rendering.BlendMode)] _Blend("Blend mode", Float) = 1
		// 混合模式的子集,只有 "One" (value 1) and "SrcAlpha" (value 5).
		[Enum( One,1,SrcAlpha,5)] _Blend2("Blend mode subset", Float) = 1
		/*显示浮动属性的弹出菜单,并启用相应的着色器关键字。
		这与着色器中的“#pragma multi_compile”一起使用,以启用或禁用着色器代码的部分。
		每个名称将启用“属性名称”+下划线+“枚举名称”,大写字母 着色器关键字。最多可提供9个名称。*/
		// Display a popup with None, Add, Multiply choices.
		// Each option will set _OVERLAY_NONE, _OVERLAY_ADD, _OVERLAY_MULTIPLY shader keywords.
		[KeywordEnum(None, Add, Multiply)] _Overlay("Overlay mode", Float) = 0
		/* ...later on in CGPROGRAM code:
		#pragma multi_compile _OVERLAY_NONE _OVERLAY_ADD _OVERLAY_MULTIPLY
		   ...*/
		

	[Space(20)] [Header(Range)]//滑块
		//显示具有范围着色属性的非线性响应的滑块。
		 // A slider with 3.0 response curve
		[PowerSlider(3.0)] _PowerSlider("PowerSlider", Range(0.01, 1)) = 0.08
		//显示范围着色器属性的整数滑块。
		// An integer slider for specified range (0 to 255)
		[IntRange] _IntRange("IntRange", Range(0, 255)) = 100
		[Space(20)]

		//隐藏
		[HideInInspector] _Hide("Hide",Float) = 0.7
		
		
		//表示纹理属性将以MaterialPropertyBlock的形式从每个渲染器数据中来。材质监视面板的纹理框UI样式会因为这类属性改变
		//[PerRendererData] _Tex2D("2D", 2D) = "white" {}
		
	}
	SubShader
	{
		Tags { "RenderType"="Opaque" }
		LOD 100

		Pass
		{
			CGPROGRAM
#pragma multi_compile _OVERLAY_NONE _OVERLAY_ADD _OVERLAY_MULTIPLY
			#pragma vertex vert
			#pragma fragment frag
			struct appdata{};
			struct v2f{};
			sampler2D _MainTex;
			v2f vert (appdata v){v2f o;return o;}
			fixed4 frag (v2f i) : SV_Target{
				fixed4 col = float4 (0,0,0,0);
				return col;
			}
			ENDCG
		}
	}
}

 

【速查手册:ShaderLab】Properties面板_第1张图片

【速查手册:ShaderLab】Properties面板_第2张图片

 

unitypackage:

链接:https://pan.baidu.com/s/1exQNS0FBiazMcACUNUxdzA 
提取码:clgl 

 

 

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