要使用 ShaderLab 定义 Shader 对象,可以使用 Shader
代码块。本页面包含有关使用 Shader
代码块的信息。
有关 Shader 对象的工作原理以及 Shader 对象、子着色器与通道之间关系的信息,请参阅 Shader 对象简介。
Shader 对象是 Unity 特定的概念;它是着色器程序和其他信息的封装器。它允许您在同一个文件中定义多个着色器程序,并告诉 Unity 如何使用它们。
Shader 对象具有嵌套结构;它将信息组织成结构(称为 SubShader 和 Pass)。
功能名称 | 内置渲染管线 | 通用渲染管线 (URP) | 高清渲染管线 (HDRP) | 自定义 SRP |
---|---|---|---|---|
ShaderLab:Shader 代码块 | 是 | 是 | 是 | 是 |
在 Shader
代码块中,可以:
Properties
代码块定义材质属性。参阅 ShaderLab:定义材质属性。SubShader
代码块定义一个或多个子着色器。请参阅 ShaderLab:定义子着色器。Fallback
代码块分配一个回退 Shader 对象。参阅 ShaderLab:分配回退。签名 | 功能 |
---|---|
Shader "<name>" { <optional: Material properties> <One or more SubShader definitions> <optional: custom editor> <optional: fallback> }
|
定义具有给定名称的 Shader 对象。 |
Prior to Unity 5.0, some of the functionality of a shader was determined by its path and name. This is still how Unity’s Legacy Shaders work. Changing the name of these shaders can affect their functionality.
此示例代码演示 Shader 对象的基本语法和结构。示例 Shader 对象有一个包含单个通道的 SubShader。它定义材质属性、一个 CustomEditor 和一个 Fallback。
Shader "Examples/ShaderSyntax"
{
CustomEditor = "ExampleCustomEditor"
Properties
{
// 此处是材质属性声明
}
SubShader
{
// 此处是定义子着色器的其余代码
Pass
{
// 此处是定义通道的代码
}
}
Fallback "ExampleFallbackShader"
}
有关与不同的渲染管线兼容的示例着色器,请参阅示例自定义着色器。
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