Shader "Custom/Glass" {
// Upgrade NOTE: replaced 'SeperateSpecular' with 'SeparateSpecular'
Properties {
_Color ("Main Color", Color) = (1,1,1,1)
_SpecColor ("Spec Color", Color) = (1,1,1,0)
_Emission ("Emmisive Color", Color) = (0,0,0,0)
_Shininess ("Shininess", Range (0.1, 1)) = 0.7
_MainTex ("Base (RGB) Trans. (Alpha)", 2D) = "white" { }
}
Category {
ZWrite Off
Cull Off
Alphatest Greater 0
Tags {Queue=Transparent}
Blend SrcAlpha OneMinusSrcAlpha
SubShader {
Material {
Diffuse [_Color]
Ambient [_Color]
Shininess [_Shininess]
Specular [_SpecColor]
Emission [_Emission]
}
Pass {
Lighting On
SeparateSpecular On
SetTexture [_MainTex] {
constantColor [_Color]
Combine texture * primary DOUBLE, texture * constant
}
}
}
}
}

本文详细解析了Unity中自定义玻璃材质Shader的实现方法。通过分析Shader代码,介绍了如何设置颜色、高光、透明度等属性,并展示了如何利用SubShader进行光照模型的配置。对于希望深入了解Unity Shader编程的技术人员来说,本文提供了实用的代码示例。

1万+

被折叠的 条评论
为什么被折叠?



