Unity 不受光照影響shader 仿Unlit/Texture
阿新 • • 發佈:2019-02-20
Unity 不受光照影響 shader ,類似 “Unlit/Texture” shader
一:
Shader "Custom/MyShader" { Properties { _Color ("Main Color", Color) = (1,1,1,1)//Tint Color _MainTex ("Base (RGB)", 2D) = "white" {} } SubShader { Tags { "RenderType"="Opaque" } LOD 100 Pass { cull front Lighting Off SetTexture [_MainTex] { combine texture } SetTexture [_MainTex] { ConstantColor [_Color] Combine Previous * Constant } } } }
下面是我用surf shader 實現的
二 :Shader "Custom/SurfTexture" { Properties { _Color ("Main Color", Color) = (1,1,1,1) _MainTex ("Base (RGB)", 2D) = "white" {} } SubShader { Tags { "RenderType"="Opaque" } LOD 200 CGPROGRAM #pragma surface surf myLightModel //命名規則:Lighting接#pragma suface之後起的名字 //lightDir :點到光源的單位向量 viewDir:點到攝像機的單位向量 atten:衰減係數 float4 LightingmyLightModel(SurfaceOutput s, float3 lightDir,half3 viewDir, half atten) { float4 c ; c.rgb = s.Albedo; c.a = s.Alpha; return c; } sampler2D _MainTex; float4 _Color; struct Input { float2 uv_MainTex; float4 _Color; }; void surf (Input IN, inout SurfaceOutput o) { half4 c = tex2D (_MainTex, IN.uv_MainTex)*_Color; o.Albedo = c.rgb; o.Alpha = c.a; } ENDCG } FallBack "Diffuse" }
相關連結:http://ykxingquan.blog.163.com/blog/static/13428052013052420979/