Shader "Custom/lookSuface" { Properties { _Color ("Main Color",Color) = (1,1,1,1) _MainTex("Base (RGB)",2D) = "white"{} _BumpMap("Normalmap",2D) = "bump" {} } SubShader { Tags{"RenderType" = "Opaque"} LOD 300 CGPROGRAM #pragma surface surf Lambert //定义表面着色函数,指定使用兰伯特光照模型 #pragma target 3.0 sampler2D _MainTex; sampler2D _BumpMap; fixed4 _Color; struct Input { float2 uv_MainTex; float2 uv_BumpMap; }; void surf(Input IN, inout SurfaceOutput o) { fixed4 tex = tex2D(_MainTex, IN.uv_MainTex); o.Albedo = tex.rgb * _Color.rgb; o.Alpha = tex.a * _Color.a; o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap)); } ENDCG } FallBack "Diffuse" }