我在我的项目中创建了一个Shader > Standard Surface Shader,命名为:TestShader
。
然后双击打开它并在Visual Studio中打开它。一旦它在Visual Studio中打开,我就会得到一些错误,如第一行:
无法解析类型:'webmaster'。
更多的错误。
我是否需要一些Visual Studio的插件?或者在Unity编辑器中设置一些东西,使其与Visual Studio集成?
Shader "Custom/TestShader"
{
Properties
{
_Color ("Color", Color) = (1,1,1,1)
_MainTex ("Albedo (RGB)", 2D) = "white" {}
_Glossiness ("Smoothness", Range(0,1)) = 0.5
_Metallic ("Metallic", Range(0,1)) = 0.0
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 200
CGPROGRAM
// Physically based Standard lighting model, and enable shadows on all light types
#pragma surface surf Standard fullforwardshadows
// Use shader model 3.0 target, to get nicer looking lighting
#pragma target 3.0
sampler2D _MainTex;
struct Input
{
float2 uv_MainTex;
};
half _Glossiness;
half _Metallic;
fixed4 _Color;
// Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader.
// See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing.
// #pragma instancing_options assumeuniformscaling
UNITY_INSTANCING_BUFFER_START(Props)
// put more per-instance properties here
UNITY_INSTANCING_BUFFER_END(Props)
void surf (Input IN, inout SurfaceOutputStandard o)
{
// Albedo comes from a texture tinted by color
fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
o.Albedo = c.rgb;
// Metallic and smoothness come from slider variables
o.Metallic = _Metallic;
o.Smoothness = _Glossiness;
o.Alpha = c.a;
}
ENDCG
}
FallBack "Diffuse"
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1条答案
按热度按时间dzhpxtsq1#
打开Visual Studio Tools,然后删除HLSL Tools组件。
的数据
如果您仍然需要突出显示Unity着色器,可以从此处安装ShaderlabVS扩展:https://marketplace.visualstudio.com/items?itemName=ShaderlabVS2019.ShaderlabVS