着色器属性模块可有可无。
Shader "Unlit/MyShader"
{
Properties
{
//颜色
[HDR]_Color("WLQ_Color",Color) = (1,1,1,1)
//整型
_Int("WLQ_Int",Int) = 1
//浮点型
_Float("WLQ_Float",Float) = 0.98
//浮点型,带范围
_Float2("WLQ_Float2",Range(0,100)) = 0
//浮点型,带范围微调
[PowerSlider(0.8)]_Float3("WLQ_Float3",Range(0,1)) = 0.5
//整型
[IntRange]_Float4("WLQ_Float4",Range(0,5))=0
//开关
[Toggle]_Float5("WLQ_Float5",Range(0,1)) = 0
//枚举
[Enum(UnityEngine.Rendering.CullMode)]_Float6("WLQ_Float6",Float) = 1
//四维向量
_Vector("WLQ_Vector",Vector) = (1,1,1,1)
//2D 纹理
_MainTex ("WLQ_Texture", 2D) = "white" {}
[NoScaleOffset]_MainTex2 ("WLQ_Texture2", 2D) = "white" {}
[Normal]_MainTex3 ("WLQ_Texture3", 2D) = "white" {}
//3D纹理
_MainTex4("WLQ_Texture4", 3d) = "" {}
//立方体纹理
_MainTex5("WLQ_CubeMap", CUBE) = "" {}
//通用属性
//注释
[Header(This is Another Int)]_Int2("WLQ_Int2",Int) = 1
//隐藏暴露于属性面板
[HideInInspector]_Int3("WLQ_Int3",Int) = 1
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
// make fog work
#pragma multi_compile_fog
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
UNITY_FOG_COORDS(1)
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _MainTex_ST;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
UNITY_TRANSFER_FOG(o,o.vertex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
// sample the texture
fixed4 col = tex2D(_MainTex, i.uv);
// apply fog
UNITY_APPLY_FOG(i.fogCoord, col);
return col;
}
ENDCG
}
}
}
以上列举Shader属性模块整型、浮点数、开关、枚举、2D纹理、3D纹理、四维向量、立方体纹理以及一些属性标签的使用说明。