【原】高光贴图参数放入颜色贴图的alpha通道中
今天美术想把高光贴图参数合成到Main贴图中,减少贴图数,挺好,知道省内存了。
于是简单改了改surface着色器。
Shader "Custom/HighLightByAlphaPass" { Properties { _MainTex ("Base (RGBA A--HighLight)", 2D) = "white" {} _MainColor("Diffuse",Color) = (1,1,1,1) _SpecColor("Specular Color", Color) = (1, 1, 1, 1) _Gloss("Gloss", Range(0.01, 10)) = 0.5 } SubShader { Tags { "RenderType"="Opaque" } LOD 200 CGPROGRAM #pragma surface surf BlinnPhong sampler2D _MainTex; float _SpecularPower; float _Gloss; float _Spec; float4 _MainColor; struct Input { float2 uv_MainTex; }; void surf (Input IN, inout SurfaceOutput o) { float4 c = tex2D (_MainTex, IN.uv_MainTex); o.Specular = c.a; o.Gloss = _Gloss; o.Albedo = c.rgb * _MainColor.rgb; } ENDCG } FallBack "Diffuse" }
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