GUI Layer (Legacy)
Writing Surface Shaders

Referencia del Shader

Los Shaders en Unity pueden ser escritos en una de tres diferentes maneras:

El shader tutorial puede guiarlo a usted para escoger el tipo correcto para sus necesidades.

Sin importar qué tipo usted escoja, la carne verdadera del código de su sombreador va a siempre estar envuelva en un lenguaje llamado ShaderLab, que es utilizado para organizar la estructura del sombreador. Se ve así:

Shader "MyShader" {
    Properties {
        _MyTexture ("My Texture", 2D) = "white" { }
        // other properties like colors or vectors go here as well
    }
    SubShader {
        // here goes the 'meat' of your
        // - surface shader or
        // - vertex and program shader or
        // - fixed function shader
    }
    SubShader {
        // here goes a simpler version of the SubShader
        // above than can run on older graphics cards
    }
}

We recommend that you start by reading about some basic concepts of the ShaderLab syntax in the sections listed below and then to move on to read about surface shaders or vertex and fragment shaders in other sections. Since fixed function shaders are written using ShaderLab only, you will find more information about them in the ShaderLab reference itself.

The reference below includes plenty of examples for the different types of shaders. For even more examples of surface shaders in particular, you can get the source of Unity’s built-in shaders from the Resources section. Unity’s post-processing effects allows you to create many interesting effects with shaders.

Siga leyendo para la referencia de sombreadores, y revise el shader tutorial también!

Véase también

GUI Layer (Legacy)
Writing Surface Shaders