unityShader之固定渲染管线

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固定渲染管线功能较单一,能实现的效果不多,基本快要被淘汰了,老式的机器上还能用一用,附上几个脚本示例简单说明一下:

shader"likang/king01"
{
  properties
  {
     _Color("MainColor",color) = (0,0,0,1)
  }
  //固定渲染管线:只显示一种颜色
  subshader
  {
    pass
    {
      material
          {
             diffuse[_Color]
          }
           lighting on //接受光照
    }
  }
}
shader"likang/king02"
{
  properties
  {
    _MainTex("baseTexture",2d) = "white"{}
  }
  //固定渲染管线:只显示一张贴图
  subshader
  {
    pass
    {
        settexture[_MainTex]
    }
  }
}
shader"likang/king03"
{
  properties
  {
    _MainTex("baseTexture",2d) = "white"{}
    _TwoTex("twoTexture",2d) = "white"{}
  }
  //固定渲染管线:只显示两张贴图
  subshader
  {
    pass
    {
        settexture[_MainTex]
        settexture[_TwoTex]
        {
          combine texture*previous
        }
    }
  }
}
shader"likang/king04"
{
  properties
  {
    _Color("MainColor",color)=(0,0,0,1)
    _MainTex("baseTexture",2d) = "white"{}
    _TwoTex("twoTexture",2d) = "white"{}
  }
  //固定渲染管线:同时受颜色和两张纹理影响
  subshader
  {
    pass
    {
        blend srcalpha oneminussrcAlpha //以颜色重的alpha值控制透明度
        material
        {
           diffuse[_Color]
        }
        lighting on
        settexture[_MainTex]
        {
           combine texture*primary  double
        }
        settexture[_TwoTex]
        {
          combine texture*previous //double
        }
    }
  }
}

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转载自blog.csdn.net/Fenglele_Fans/article/details/80894652