Unity Shader 获取模型空间坐标

CGPROGRAM
// Physically based Standard lighting model, and enable shadows on all light types
#pragma surface surf Standard fullforwardshadows vertex:vert
struct Input {
float2 uv_MainTex;
float3 worldPos;
float4 modelPos_;
};
void vert(inout appdata_full v, out Input o)
{
UNITY_INITIALIZE_OUTPUT(Input, o);
o.modelPos_ =
v.vertex;
}
ENDCG
float lat = degrees(acos(IN.modelPos_.y / _R));//[0,180]
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