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simple CG surface shader breakdown

 A simple shader in Unity has a certain structure.. It starts with the main block: shader("folder/name") { //everything in here } We have the word "shader" that tells Unity we're writing a shader. The "folder" part will create a folder in the shader drop down menu of the Unity Material. The "name" will be the name of your shader that sits in that folder. Next comes the Properties - these are the exposed properties that the user will see in the Unity inspector. These sit inside the shader block, as does everything else we're going to add. shader("folder/name") { Properties {     _myColor("My Color",color)=(1,1,1,1)     _myTex("My Texture",2D)="White"{}     _myFloat("My Float Value",float)=1.3 } }  So this is our first sub block of the shader. It seems like a lot of coders like to put the underscore in front of their defined _names. I guess this is good for identifying user-created variable ...