我正在为unity3d编写着色器,我希望能够像这样指定着色器的属性 -
Shader "GraphicsQuality/MediumScan" {
Properties {
_Color ("Main Color", Color) = (1,1,1,1)
_SpecColor ("Specular Color", Color) = (0.5,0.5,0.5,1)
_Shininess ("Shininess", Range (0.01, 1)) = 0.078125
_MainTex ("Base (RGB) RefStrGloss (A)", 2D) = "white" {}
_BumpMap ("Normalmap", 2D) = "bump" {}
_RimColor ("Rim Color", Color) = (0.48,0.78,1.0,0.0)
_RimPower ("Rim Power", Range(0,8.0)) = 3.0
}
但这些属性适用于颜色、范围、浮点数等,我想输入一个布尔值,该怎么做?我尝试了类似以下的方式-
Properties{
_MainTex ("Particle Texture", 2D) = "white" {
_isBending("is Bending",bool) = true
}
SubShader{
Pass{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
sampler2D _MainTex;
bool _isBending;
.......continuing
但这并不起作用,我无法获取布尔属性“_isBending”,而是在该行中收到错误提示。
_isBending("is Bending",bool) = true