Game Development Reference
In-Depth Information
Objective complete - mini debriefing
Let's take a look at what we did here.
First, we added a new property, _BumpMap , which is used to get the surface normal of our
character's geometry.
Note
For more details on surface normals, refer to http://en.wikipedia.org/wiki/
Normal_(geometry) .
Properties can be created using the following syntax:
name ("display name", property type) = default value
The components of this code snippet are as follows:
name : This is the name of the property inside the shader script
display : This is the name that will be shown in the Material Inspector
property type : This is the type of the property that we can use in our shader
programming, which can be Range , Color , 2D , Rect , Cube , Float , or
Vector
default : This is the default value of our property
Note
Every time you add new properties in the Properties section, you will need to create
the same parameter inside CGPROGRAM in the SubShader section, as shown in the fol-
lowing code:
Properties { _BumpMap ("Bumpmap", 2D) = "bump" {} }
SubShader {
CGPROGRAM
#pragma surface surf Lambert
sampler2D _BumpMap;
ENDCG
}
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