Unity中Shader LOD控制
| 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 | Shader "YY/Cube"{ Properties { _Color ("Color", Color) = (1,1,1,1) _MainTex ("Albedo (RGB)", 2D) = "white" {} _Glossiness ("Smoothness", Range(0,1)) = 0.5 _Metallic ("Metallic", Range(0,1)) = 0.0 } SubShader { Tags { "RenderType"="Opaque" } LOD 200 CGPROGRAM // Physically based Standard lighting model, and enable shadows on all light types #pragma surface surf Standard fullforwardshadows // Use shader model 3.0 target, to get nicer looking lighting #pragma target 3.0 sampler2D _MainTex; struct Input { float2 uv_MainTex; }; half _Glossiness; half _Metallic; fixed4 _Color; void surf (Input IN, inout SurfaceOutputStandard o) { // Albedo comes from a texture tinted by color fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color; o.Albedo = c.rgb; // Metallic and smoothness come from slider variables o.Metallic = _Metallic; o.Smoothness = _Glossiness; o.Alpha = c.a; } ENDCG } SubShader { Tags { "RenderType"="Opaque" "IgnoreProjector"="True"} LOD 100 UsePass "YY/BasicShaders/UNLIGHT" } SubShader { Tags { "RenderType"="Opaque" "IgnoreProjector"="True"} LOD 50 UsePass "YY/BasicShaders/UNLIGHTNOFOG" } FallBack "Diffuse"} |
| 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 | Shader "YY/BasicShaders"{ Properties { _MainTex ("Texture", 2D) = "white" {} } SubShader { Tags { "RenderType"="Opaque" } Pass { //注意Name要写在CGPROGRAM外面 //注意Name所有的字母必须大写 Name "UNLIGHTNOFOG" CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct appdata { fixed4 vertex : POSITION; fixed2 uv : TEXCOORD0; }; struct v2f { fixed2 uv : TEXCOORD0; fixed4 vertex : SV_POSITION; }; sampler2D _MainTex; fixed4 _MainTex_ST; v2f vert (appdata v) { v2f o; o.vertex = mul(UNITY_MATRIX_MVP, v.vertex); o.uv = TRANSFORM_TEX(v.uv, _MainTex); return o; } fixed4 frag (v2f i) : SV_Target { fixed4 col = tex2D(_MainTex, i.uv); return col; } ENDCG } Pass { Name "UNLIGHT" CGPROGRAM #pragma vertex vert #pragma fragment frag // make fog work #pragma multi_compile_fog #include "UnityCG.cginc" struct appdata { fixed4 vertex : POSITION; fixed2 uv : TEXCOORD0; }; struct v2f { fixed2 uv : TEXCOORD0; UNITY_FOG_COORDS(1) fixed4 vertex : SV_POSITION; }; sampler2D _MainTex; fixed4 _MainTex_ST; v2f vert (appdata v) { v2f o; o.vertex = mul(UNITY_MATRIX_MVP, 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 } }} |