教程地址:https://onevcat.com/2013/07/shader-tutorial-1
因为想做一些特效,所以想稍微了解一下shader的代码,一下是一些笔记
1 // Upgrade NOTE: replaced ‘mul(UNITY_MATRIX_MVP,*)‘ with ‘UnityObjectToClipPos(*)‘ 2 3 Shader "Custom/Edge" 4 { 5 Properties 6 { 7 //name ("客户端显示名字",可调节的值)=默认值 8 _Edge ("Edge", Range(0, 0.2)) = 0.043 9 _EdgeColor ("EdgeColor", Color) = (1, 1, 1, 1) 10 _MainTex ("MainTex", 2D) = "white" {} 11 } 12 SubShader 13 { 14 Pass 15 { 16 //开始标记,表明这里开始是一段CG程序,与之匹配是下面的ENDCG 17 CGPROGRAM 18 //编译指令 声明我们要写个啥样的着色器 着色器的名字 19 #pragma vertex vert 20 #pragma fragment frag 21 #include "UnityCG.cginc" 22 23 //链接上面的_声明 ,因为这是一段CG程序,和上面是两个独立的块 24 fixed _Edge; 25 fixed4 _EdgeColor; 26 sampler2D _MainTex; 27 28 struct appdata 29 { 30 float4 vertex : POSITION; 31 fixed2 uv : TEXCOORD0; 32 }; 33 34 struct v2f 35 { 36 float4 vertex : SV_POSITION; 37 float4 objVertex : TEXCOORD0; 38 fixed2 uv : TEXCOORD1; 39 }; 40 41 v2f vert (appdata v) 42 { 43 v2f o; 44 o.vertex = UnityObjectToClipPos(v.vertex); 45 o.objVertex = v.vertex; 46 o.uv = v.uv; 47 48 return o; 49 } 50 51 fixed4 frag (v2f i) : SV_Target 52 { 53 fixed x = i.uv.x; 54 fixed y = i.uv.y; 55 56 if((x < _Edge) || (abs(1 - x) < _Edge) || (y < _Edge) || (abs(1 - y) < _Edge)) 57 { 58 return _EdgeColor * abs(cos(_Time.y)); 59 } 60 else 61 { 62 fixed4 color = tex2D(_MainTex, i.uv); 63 return color; 64 } 65 66 //return i.objVertex; 67 //return fixed4(i.uv, 0, 1); 68 } 69 ENDCG 70 } 71 } 72 }
原文:https://www.cnblogs.com/ninomiya/p/8981693.html