unity两种实用shader

双面显示

Shader "Custom/Double" { 
	Properties {
		_Color ("Color", Color) = (1,1,1,1)
		_MainTex ("Albedo (RGB)", 2D) = "white" {}
		_Glossiness ("Smoothness", Range(0,1)) = 0.5
		_Metallic ("Metallic", Range(0,1)) = 0.0
	}
	SubShader {
		Tags { "RenderType"="Opaque" }
		LOD 200
		Cull Off
		
		CGPROGRAM
		// Physically based Standard lighting model, and enable shadows on all light types
		#pragma surface surf Standard fullforwardshadows

		// Use shader model 3.0 target, to get nicer looking lighting
		#pragma target 3.0

		sampler2D _MainTex;

		struct Input {
			float2 uv_MainTex;
		};

		half _Glossiness;
		half _Metallic;
		fixed4 _Color;

		// Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader.
		// See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing.
		// #pragma instancing_options assumeuniformscaling
		UNITY_INSTANCING_CBUFFER_START(Props)
			// put more per-instance properties here
		UNITY_INSTANCING_CBUFFER_END

		void surf (Input IN, inout SurfaceOutputStandard o) {
			// Albedo comes from a texture tinted by color
			fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
			o.Albedo = c.rgb;
			// Metallic and smoothness come from slider variables
			o.Metallic = _Metallic;
			o.Smoothness = _Glossiness;
			o.Alpha = c.a;
		}
		ENDCG
	}
	FallBack "Diffuse"
}

贴图分割

Shader "Custom/TilingShader" { 
    Properties 
    {

        _Color("Color", Color) = (1,1,1,1)

        _MainTex("Main Texture", 2D) = "white" {}

    }

        SubShader

    {

        tags{"Queue" = "Transparent" "RenderType" = "Transparent" "IgnoreProjector" = "True"}

        Blend SrcAlpha OneMinusSrcAlpha

                Pass

        {

                        CGPROGRAM

            #pragma vertex vert

            #pragma fragment frag

            #include "UnityCG.cginc"

                        float4 _Color;

            sampler2D _MainTex;

                        struct v2f

            {

                float4 pos:POSITION;

                float2 uv:TEXCOORD0;

            };

            float4 _MainTex_ST;

            v2f vert(appdata_base v)

            {

                v2f o;

                o.pos = UnityObjectToClipPos(v.vertex);

                o.uv = v.texcoord.xy;

                o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);

                return o;

            }

                        half4 frag(v2f i):COLOR

            {    

                half4 c = tex2D(_MainTex , i.uv.xy) * _Color;

                return c;

            }

                        ENDCG

        }

    }

}

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