Dism.exe /online /cleanup-image /AnalyzeComponentStore
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Dism.exe /online /cleanup-image /AnalyzeComponentStore
[post10644 surface]
struct SurfaceOutputStandardSpecular
{
fixed3 Albedo; // diffuse color
fixed3 Specular; // specular color
fixed3 Normal; // tangent space normal, if written
half3 Emission;
half Smoothness; // 0=rough, 1=smooth
half Occlusion; // occlusion (default 1)
fixed Alpha; // alpha for transparencies
};
[post10644 surface]
struct SurfaceOutputStandard
{
fixed3 Albedo; // base (diffuse or specular) color
fixed3 Normal; // tangent space normal, if written
half3 Emission;
half Metallic; // 0=non-metal, 1=metal
half Smoothness; // 0=rough, 1=smooth
half Occlusion; // occlusion (default 1)
fixed Alpha; // alpha for transparencies
};
[post10644 surfaceshader]
#pragma surface surf Standard
Shader "Custom/SH_surf"
{
SubShader
{
CGPROGRAM
#pragma surface surf Standard
sampler2D _MainTex;
struct Input
{
float3 color : RED;
};
void surf (Input IN, inout SurfaceOutputStandard o)
{
o.Albedo = IN.color;
o.Alpha = 1;
}
ENDCG
}
}
#pragma surface <surface function> <lighting model> <optional parameters>
[post10604 pragma]
[post10639 lightingmodel]