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A cheatsheet and or boilerplate for CG / shaderlab in Unity
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| Shader "Unlit/ScreenFade" | |
| { | |
| Properties | |
| { | |
| //https://docs.unity3d.com/Manual/SL-Properties.html | |
| //[HideInInspector] | |
| //[NoScaleOffset] | |
| //[Normal] | |
| //[HDR] | |
| //[Gamma] | |
| //[PerRendererData] | |
| //name ("display name", Range (min, max)) = number | |
| //name ("display name", Float) = number | |
| //name ("display name", Int) = number | |
| //name ("display name", Color) = (number,number,number,number) | |
| //name ("display name", Vector) = (number,number,number,number) | |
| //name ("display name", 2D) = "defaulttexture" {} | |
| //name ("display name", Cube) = "defaulttexture" {} | |
| //name ("display name", 3D) = "defaulttexture" {} | |
| _MainTex ("Texture", 2D) = "white" {} | |
| } | |
| SubShader | |
| { | |
| //https://docs.unity3d.com/Manual/SL-SubShaderTags.html | |
| //Tags{ "RenderType"="" "DisableBatching"="" "ForceNoShadowCasting"="" "IgnoreProjector"="" "CanUseSpriteAtlas"="" "PreviewType"="" } | |
| Tags { "RenderType"="Transparent" "Queue"="Transparent" "ForceNoShadowCasting"="true"} | |
| LOD 100 | |
| Pass | |
| { | |
| //https://docs.unity3d.com/Manual/SL-SubShaderTags.html | |
| //Cull Back | Front | Off | |
| //ZTest (Less | Greater | LEqual | GEqual | Equal | NotEqual | Always) | |
| //ZWrite On | Off | |
| //Offset OffsetFactor, OffsetUnits | |
| //Blend sourceBlendMode destBlendMode | |
| //Blend sourceBlendMode destBlendMode, alphaSourceBlendMode alphaDestBlendMode | |
| //BlendOp colorOp | |
| //BlendOp colorOp, alphaOp | |
| //AlphaToMask On | Off | |
| //ColorMask RGB | A | 0 | any combination of R, G, B, A | |
| ZWrite Off | |
| //https://docs.unity3d.com/Manual/SL-PassTags.html | |
| //Tags{ Lightmode="" } | |
| Tags {Lightmode="Always"} | |
| CGPROGRAM | |
| #pragma vertex vert | |
| #pragma fragment frag | |
| // make fog work | |
| //#pragma multi_compile_fog | |
| #include "UnityCG.cginc" | |
| //CG keywords | |
| //http://developer.download.nvidia.com/CgTutorial/cg_tutorial_appendix_d.html | |
| //CG library functions: | |
| //http://developer.download.nvidia.com/CgTutorial/cg_tutorial_appendix_e.html | |
| struct appdata | |
| { | |
| float4 vertex : POSITION; | |
| float2 uv : TEXCOORD0; | |
| }; | |
| struct v2f | |
| { | |
| float2 uv : TEXCOORD0; | |
| //UNITY_FOG_COORDS(1) | |
| float4 vertex : SV_POSITION; | |
| }; | |
| sampler2D _MainTex; | |
| float4 _MainTex_ST; | |
| v2f vert (appdata v) | |
| { | |
| v2f o; | |
| o.vertex = UnityObjectToClipPos(v.vertex); | |
| o.uv = TRANSFORM_TEX(v.uv, _MainTex); | |
| //UNITY_TRANSFER_FOG(o,o.vertex); | |
| return o; | |
| } | |
| fixed4 frag (v2f i) : SV_Target | |
| { | |
| // sample the texture | |
| fixed4 col = tex2D(_MainTex, i.uv); | |
| // apply fog | |
| //UNITY_APPLY_FOG(i.fogCoord, col); | |
| return col; | |
| } | |
| ENDCG | |
| } | |
| } | |
| } |
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