固定渲染管线功能较单一,能实现的效果不多,基本快要被淘汰了,老式的机器上还能用一用,附上几个脚本示例简单说明一下:
shader"likang/king01"
{
properties
{
_Color("MainColor",color) = (0,0,0,1)
}
//固定渲染管线:只显示一种颜色
subshader
{
pass
{
material
{
diffuse[_Color]
}
lighting on //接受光照
}
}
}
shader"likang/king02"
{
properties
{
_MainTex("baseTexture",2d) = "white"{}
}
//固定渲染管线:只显示一张贴图
subshader
{
pass
{
settexture[_MainTex]
}
}
}
shader"likang/king03"
{
properties
{
_MainTex("baseTexture",2d) = "white"{}
_TwoTex("twoTexture",2d) = "white"{}
}
//固定渲染管线:只显示两张贴图
subshader
{
pass
{
settexture[_MainTex]
settexture[_TwoTex]
{
combine texture*previous
}
}
}
}
shader"likang/king04"
{
properties
{
_Color("MainColor",color)=(0,0,0,1)
_MainTex("baseTexture",2d) = "white"{}
_TwoTex("twoTexture",2d) = "white"{}
}
//固定渲染管线:同时受颜色和两张纹理影响
subshader
{
pass
{
blend srcalpha oneminussrcAlpha //以颜色重的alpha值控制透明度
material
{
diffuse[_Color]
}
lighting on
settexture[_MainTex]
{
combine texture*primary double
}
settexture[_TwoTex]
{
combine texture*previous //double
}
}
}
}